View Full Version : News: GU07 Patch Notes - 4/18/13
Hmr85
2013-04-18, 08:19 AM
All servers will come down for maintenance at 6:00 AM PT (3:00 PM CEST) to patch Game Update 07. Downtime is anticipated to be less than 2 hours. Players may note the following changes:
New in the Depot
NS-44 Commissioner - The awe-inspiring stopping power of the accurate NS-44 Commissioner revolver can put down even mid-range targets with a few well placed shots. Cowboy up and grab one today!
NS-357 Underboss - Chambered for the powerful .357 magnum cartridge, the snub-nosed Underboss revolver features a faster rate of fire and more controllable recoil than its bigger NS-44 brother. The only question left is did you fire five shots or six?
Both of these new pistols have statistically identical black and gold tinted versions available to members in the early access section of the Depot
New Helmets for Heavy Assault and MAX:
New Conglomerate: GD Titan 113 Helmet
Terran Republic: Bravo MHS Helmet
Vanu Sovereignty: Protos Helmet
New Features:
New Weapon Stats are now available! Damage Range, Reload time, and every thing else you need to know about your weapons is now at your fingertips.
Want to see how that Desert Scrub will look on your Sunderer or Character? Now you can with our preview feature!
Infantry Updates
Active Heavy Assault Shields and flak armor will no longer stack.
Jump Jet audio has been increased in volume.
Grenades are now thrown directly at the aim point. The arc has been slightly modified to work with this change.
Tanks mines have been increased in size.
Removed the forced weapon swap after deploying an object.
Lock-on rocket launchers can no longer lock on to turrets.
The repair tool targeting now functions similar to the heal tool.
All extra VS damage scaling at range has been removed. VS minimum damage now matches the damage scaling of the other two factions.
Weapon Specific Changes:
Battle rifles will now more consistently recoil to the right.
Added the High Velocity Ammunition attachment.
TR M3 Pounder HEG
Magazine Size: 2 changed to 4
Projectile Speed: 70 m/s changed to 100 m/s
Projectile Gravity: 2 changed to 10
Direct Damage: 375 changed to 325
Short Reload: 1.25 seconds changed to 1.75 seconds
Long Reload: 1.5 seconds changed to 2 seconds
TR MRC3 Mercy
Projectile Velocity: 450 m/s changed to 550 m/s
Max Damage: 143 changed to 125
Short Reload Time: 2.4 seconds changed to 2.6 Seconds
TR M6 Onslaught
Rounds Per Minute: 475 changed to 490
Short Reload Time: 2.4 seconds changed to 2.2 Seconds
Long Reload Time: 3.0 seconds changed to 2.8 Seconds
Minimum Damage: 112 changed to 100
Minimum Damage Range: 65 meters changed to 50 meters
Projectile Velocity: 450 m/s changed to 440 m/s
VS Beamer VS3
Short Reload: 1.7 seconds changed to 1.45 seconds
Long Reload: 2.0 seconds changed to 1.75 seconds
Aimed Accuracy: 0.4 degrees changed to 0.3 degrees
VS Manticore SX40
Aimed Accuracy: 0.4 degrees changed to 0.3 degrees
NC Warden, TR AMR-66, Eidolon VE33
Vertical Recoil: 1.0 changed to 0.6
Horizontal Recoil: 0.25 min, 0.35 max changed to 0.18 min, 0.22 max
Recoil Recovery: 5 degrees per second changed to 15 degrees per
second
Aimed accuracy loss per shot: 0.125 changed to 0.1
Hip accuracy loss per shot: 0.25 changed to 0.2
Equip Time: 0.5 seconds changed to 0.85 seconds
Short Reload: 2.3 seconds changed to 2.5 seconds
Long Reload: 3.4 seconds changed to 3.5 seconds
Damage scale start: 10 meters changed to 8 meters
Damage scale end: 85 meters changed to 65 meters
NC AF-18 Stalker, TR SOAS-20, VS Artemis
Minimum Damage: 112 at 65 meters changed to 125 at 65 meters
First Shot Recoil: 2.5 changed to 1.5
Recoil Recovery: 15 degrees per second changed to 18 degrees per
second
Magazine size: 20 changed to 24
Total Ammunition: 120 changed to 240
Short Reload: 2.25 seconds changed to 2 seconds (long reload remains same at 3 seconds)
Aimed Accuracy: 0.15 crouched moving, 0.25 stand moving changed to 0.2 crouched moving, 0.3 stand moving
Horizontal Recoil: 0.1 min, 0.3 max changed to 0.2 min, 0.225 max
Equip Time: 0.5 seconds changed to 0.75 seconds
NC AF-6 Shadow, TR HSR-1, VS Nyx VX31
Rounds Per Minute: 260 changed to 255
Vertical Recoil: 1.5 changed to 1.0
Recoil Recovery: 6 degrees per second changed to 8 degrees per second
Short Reload: 2.32 seconds changed to 2.0 seconds (long reload remains same at 2.9 seconds)
Damage Scale Start: 10 meters changed to 15 meters
Damage Scale End: 85 meters changed to 65 meters
Aimed accuracy loss per shot: 0.125 changed to 0.3
Hip accuracy loss per shot: 0.25 changed to 0.6
Equip Time: 0.5 seconds changed to 0.85 seconds
Magazine size: 10 changed to 12
Total Ammunition: 70 changed to 72
NC NCM2 Falcon
Reload: 2.5 seconds changed to 2.4 seconds
Max Projectile Velocity: 80 changed to 100
Projectile Gravity: 1.5 changed to 0.5
Direct Damage: 750 changed to 675
VS Comet VM2
Projectile Velocity: 60 changed to 90
Magazine Size: 1 changed to 2
Direct Damage: 550 changed to 350
Short Reload: 1.5 seconds (Short reload previously didn't exist. Long reload remains the same at 1.7 seconds)
M2 Mutilator
Projectile Velocity: 400 m/s changed to 500 m/s
Long Reload: 3.5 Seconds changed to 3.4 Seconds
Short Reload: 2.975 Seconds changed to 2.8 Seconds
All VS MAX Anti-Infantry weapons except for the Nebula VM20
Increased starting accuracy by 0.1 degrees in all movement states.
VS Blueshift VM5
Rounds Per Minute: 350 changed to 365
Projectile Velocity: 400 m/s changed to 500 m/s
Now does 143 maximum and minimum damage.
VS Nebula VM20
Rounds Per Minute: 400 changed to 425
Accuracy loss per shot: 0.06 changed to 0.05
Short Reload Time: 2.1 seconds changed to 2.15 Seconds
Long Reload Time: 2.8 seconds changed to 2.6 Seconds
Minimum Damage @ 50 meters: 112
Projectile Velocity: 450 m/s changed to 430 m/s
VS Cosmos VM3
Projectile Velocity: 400 m/s changed to 500 m/s
Long Reload: 3.3 Seconds changed to 3.2 Seconds
Short Reload: 2.475 Seconds changed to 2.4 Seconds
VS Lasher X2
New model with new firing and reload animations.
TR T7 Mini-Chaingun
This weapon’s spool up time no longer acts like a fire delay. It will now fire immediately and then ramp up to its maximum RPM over the spool up duration.
Aimed Accuracy: 0.3375 crouch moving, 0.9 stand moving changed to 0.2 crouch moving, 0.35 stand moving
Hip accuracy: Reduced by 0.5 in all movement states.
Short Reload: 3.4 seconds changed to 4.15 seconds
Long Reload: 4.0 seconds changed to 5.0 seconds
Bug Fixes
Fixed health and shield bars intermittently displaying as empty when wearing nanoweave.
Fixed reticule flicker when compensators are equipped on LMGs and slug ammunition is equipped on shotguns.
Fixed 3rd Person animation issues with the Phobos VX86
Fixed an issue that caused 1st and 3rd person animations to break for the Lancer if it was reloaded under the right conditions
Fixed issue that removed access to the VMS or DMO scopes when logging out with them equipped on the Eridani SX5 or SMG-46 Armistice
Fixed visual firing inconsistencies in 3rd person for the Lancer
Purchasing the TMS 4x Scope will no grant access to the correct scope
Fixed 1st person reload animation issue for NS-11 C
Fix for flickering OG-4 scope cross hairs
Healing an ally damaged by friendly fire will no longer grant XP
Addressed problems with the AV MANA Turret not displaying 3rd person projectiles accurately once at least one level of the turret’s cool down cert was purchased
Vehicle Updates
Increased Magrider base strafe acceleration rate.
Increases top speed to 20 KPH (up from 15)
Takes 2 seconds to reach 20 KPH (down from taking 3 seconds to reach 15)
This should also cause the Magrider to not slow down as drastically when strafing over small inclines.
Damage received when a vehicle flips over and hits the ground reduced. The vehicle will still take increased damage and eventually be destroyed, but this should allow a chance for the vehicle to right itself or passengers to bail out before it explodes.
Added option to toggle off inverting steering controls when a tank goes into reverse.
Improved Flash Handling
Should be easier to control while in reverse
Traction should be improved at higher speeds
Bug Fixes
Fixed issue that would not allow the S12 Renegade to be equipped while being trialed
Proximity Repair system should now properly award support XP to the owner if they are not in the driver seat
UI Updates
Strategic Communication Improvements
Removed blinking map regions
Capture progress is now displayed on the map
Ally activity displayed on the map
Influence pie charts have been replaced with population percentages
Changed the visualization of enemy activity – activity level coloring is now a gradient of red instead of spectrum of different colors
Disabled generator/spawn display for facilities
Secondary objective timer display added to HUD indicators
Facility icons now visible at all zoom levels on the map
Map legend added
Service Ribbons can now be earned for capturing and defending bases
Improved Item Preview
Preview is now full screen
Items can now be previewed on multiple classes
Loadout Screen Improvements
Locked gear and weapons can now be viewed and unlocked from the loadout screen
Quick camo selector added to main Class/Vehicle screens – Allows you to quickly select and apply permanent camos to all classes/weapons/vehicles
Removed the old class and vehicle landing pages
The currently equipped consumable can now be resupplied directly from the main Class screen
Medals are now displayed in the loadout from the main Class screen
Added a class/vehicle cert button to main Class screen
Specific weapon attachment slots can now be selected from the main Class screen and weapon selection screen
Item descriptions added to the weapon selection screen
Better Weapon Stats shown on weapon selection screen
Replaced stat bars with numbers
Added damage-range degradation graph
More weapon stats displayed
Muzzle velocity
Ammunition
Hip Accuracy
Aim Accuracy
Iron Sight Zoom
Indirect Damage
New HUD indicator for Ammo Packs
Added a Bundles category to the Depot
Added invert reverse steering option for track vehicles
Bug Fixes
Loadouts should now unlock properly if players earned enough XP at once to skip the battle rank that unlocked it
The Squad listing in the social window should now display additional squads when scrolling down
Facilities Updates
Increased facility secondary objective (generators and SCUs) XP rewards:
Overload: Raised from 100xp to 250xp
Stabilization: Raised from 100xp to 250xp
Objective Kill: Raised from 100xp to 500xp
Bug Fixes
Turret shadows should rotate with the turret appropriately
Vehicles in VR should now respawn more reliably
Wiki Notes: http://pside.co/ps2gu07
DirtyBird
2013-04-18, 08:30 AM
Fixed health and shield bars intermittently displaying as empty when wearing nanoweave.
No need to report this 10 times a day.
Assuming its the "no HP" bug on spawn.
HiroshiChugi
2013-04-18, 08:33 AM
Looks like they still have more to fix vehicle-wise... And I never saw any problem with vehicles spawning in the VR?
DirtyBird
2013-04-18, 08:35 AM
NC NCM2 Falcon
Reload: 2.5 seconds changed to 2.4 seconds
Max Projectile Velocity: 80 changed to 100
Projectile Gravity: 1.5 changed to 0.5
Direct Damage: 750 changed to 675
Think I might feel that direct dmg change.
Rolfski
2013-04-18, 09:00 AM
They nerfed the Mercy, wtf? That gun didn't need a nerf
Dragonskin
2013-04-18, 09:09 AM
NC AF-6 Shadow, TR HSR-1, VS Nyx VX31
Rounds Per Minute: 260 changed to 255
Vertical Recoil: 1.5 changed to 1.0
Recoil Recovery: 6 degrees per second changed to 8 degrees per second
Short Reload: 2.32 seconds changed to 2.0 seconds (long reload remains same at 2.9 seconds)
Damage Scale Start: 10 meters changed to 15 meters
Damage Scale End: 85 meters changed to 65 meters
Aimed accuracy loss per shot: 0.125 changed to 0.3
Hip accuracy loss per shot: 0.25 changed to 0.6
Equip Time: 0.5 seconds changed to 0.85 seconds
Magazine size: 10 changed to 12
Total Ammunition: 70 changed to 72
I know this is balancing... but still sounds like a useless series of guns after the SMGs were introduced. 2 more bullets a mag, shorter short reload and better recoil recovery while making the accuracy worse and longer weapon draw time.....I guess I don't see the point.
Also I thought MAX changes were not going to be coming this patch? Glad they made it in. The TR mini-chaingun fix sounds nice. Might have to get one now and of course can't wait to play with my Lasher.
Blynd
2013-04-18, 09:12 AM
with the camo changes to the ui what does that do for people who bought single use camos ??
Hmr85
2013-04-18, 09:14 AM
Also I thought MAX changes were not going to be coming this patch? Glad they made it in. The TR mini-chaingun fix sounds nice. Might have to get one now and of course can't wait to play with my Lasher.
From the looks of it some of the changes did. None of the Faction specific changes like the NC shield or the TR Lockdown made it in on this patch.
Assist
2013-04-18, 09:17 AM
Vehicle Updates
Increased Magrider base strafe acceleration rate.
Increases top speed to 20 KPH (up from 15)
Takes 2 seconds to reach 20 KPH (down from taking 3 seconds to reach 15)
This should also cause the Magrider to not slow down as drastically when strafing over small inclines.
Damage received when a vehicle flips over and hits the ground reduced. The vehicle will still take increased damage and eventually be destroyed, but this should allow a chance for the vehicle to right itself or passengers to bail out before it explodes.
I am confuxed. What is that deal with the Magrider? Top speed 20 KPH? O.o
Hopefully the non-exploding vehicle thing works well. Hate driving my Flash up vertical shafts only to hit the opposing wall and explode.
Dragonskin
2013-04-18, 09:18 AM
I am confuxed. What is that deal with the Magrider? Top speed 20 KPH? O.o
Hopefully the non-exploding vehicle thing works well. Hate driving my Flash up vertical shafts only to hit the opposing wall and explode.
Think they mean magrider strafe speed was increased 5kph.
ThatGoatGuy
2013-04-18, 09:21 AM
Facilities Updates
Increased facility secondary objective (generators and SCUs) XP rewards:
Overload: Raised from 100xp to 250xp
Stabilization: Raised from 100xp to 250xp
Objective Kill: Raised from 100xp to 500xp
Glad to see that Ghost cappers will be getting a buff. :rolleyes:
Also glad to see there won't be any fix with suit slots and the VR room.
Fenrys
2013-04-18, 09:39 AM
The scout rifle adjustment sounds like bullshit. They were already too inaccurate to kill outside ~30 meters, and their accuracy just got nerfed even more or so it would seem from the notes.
Also, what's up with nerfing all the MAX weapons except Cosmos, which were already the best VS MAX weapon but apparently needed to be buffed even more?
Hamma
2013-04-18, 09:53 AM
Looks like fairly good changes overall.. I wasn't expecting all those balance tweaks. Perhaps the Pounder will be more useful.
Side note, I really want to fix the formatting on the OP but I also don't want to fix it. What a pain in the ass it is to format forum posts :(
Akrasjel Lanate
2013-04-18, 09:53 AM
:Change:
wasdie
2013-04-18, 10:13 AM
This feels like a major "quality of life" patch. Mostly polishing and things that will make the game feel more whole and complete. The game was due for a big one because a lot of areas still felt incomplete.
Hmr85
2013-04-18, 10:23 AM
Looks like fairly good changes overall.. I wasn't expecting all those balance tweaks. Perhaps the Pounder will be more useful.
Side note, I really want to fix the formatting on the OP but I also don't want to fix it. What a pain in the ass it is to format forum posts :(
Go for it. I'm not going to complain. :cool:
Assist
2013-04-18, 10:25 AM
Go for it. I'm not going to complain.:cool:
phht, he was hinting for you to do it!
Hmr85
2013-04-18, 10:26 AM
phht, he was hinting for you to do it!
Done :rock: It should look a lot better now.
Figment
2013-04-18, 10:57 AM
The generator exp thing is a bit meh, repairing it should be more rewarding, not setting it to overload. Was already exploitable, becomes far more attractive as an exploitable object.
Rewarding destruction is one thing, rewarding repairs much better, but rewarding just attacking it? :/ I mean the strategic benefit should be the primary reward. :/
Didn't know VS weapons required an accuracy buff btw. :p
Dragonskin
2013-04-18, 11:00 AM
The generator exp thing is a bit meh, repairing it should be more rewarding, not setting it to destroy...
We wouldn't want to encourage defense would we? PS2 is all about attacking, attacking, attacking and move to the next base.
Koadster
2013-04-18, 11:23 AM
The new revolvers... 2000SC WTF... $20 for a fucking gun!
http://s5.postimg.org/pqh1t3p13/Planet_Side2_2013_04_19_00_53_19_34.png
Hmr85
2013-04-18, 11:29 AM
The new revolvers... 2000SC WTF... $20 for a fucking gun!
http://s5.postimg.org/pqh1t3p13/Planet_Side2_2013_04_19_00_53_19_34.png
Whats the difference between the SC only pistols and the ones that you can buy with certs? Looks? and 2k SC is ludicrous
Sturmhardt
2013-04-18, 11:29 AM
Looks like ps2 is finally coming out of the beta phase. That's good. But not really an incentive to come back to it.
.sent via phone.
Figment
2013-04-18, 11:30 AM
We wouldn't want to encourage defense would we? PS2 is all about attacking, attacking, attacking and move to the next base.
That'd be downright silly now wouldn't it?
(No sarcastikittens have been hurt in the making of this post)
ChipMHazard
2013-04-18, 11:31 AM
The new revolvers... 2000SC WTF... $20 for a fucking gun!
http://s5.postimg.org/pqh1t3p13/Planet_Side2_2013_04_19_00_53_19_34.png
Only for the golden one though. But yes, that's... A lot of money right there.
And yes the only difference is cosmetic.
That'd be downright silly now wouldn't it?
(No sarcastikittens have been hurt in the making of this post)
The Simpsons - Sarcasm Detector - YouTube
Hamma
2013-04-18, 11:31 AM
Whats the difference between the SC only pistols and the ones that you can buy with certs? Looks? and 2k SC is ludicrous
Yea what is the deal there? Also - what are the certs available for this beast?
Figment
2013-04-18, 11:35 AM
Yea what is the deal there? Also - what are the certs available for this beast?
Cosmetics. Internet gold plating is more costly than normal plating. ;)
Hmr85
2013-04-18, 11:36 AM
Cosmetics. Internet gold plating is more costly than normal plating. ;)
Lol, not worth it IMO. I'm just gonna slap camo over it anyways.:lol:
Edit: to add that besides the white will go good on Esamir.
Koadster
2013-04-18, 11:47 AM
Yea what is the deal there? Also - what are the certs available for this beast?
Laser sight and flashlight. There was a compensator available for about a day on test but got removed, not sure why.
ChipMHazard
2013-04-18, 11:52 AM
Cosmetics. Internet gold plating is more costly than normal plating. ;)
Indeed, those gold nanites are harder to come by... For some reason that's beyond my unders... NANITES! (The universal answer to anything Planetside related)
Lol, not worth it IMO. I'm just gonna slap camo over it anyways.:lol:
Edit: to add that besides the white will go good on Esamir.
If anything Goldfinger's gun is just going to attract bullets, I know I'm going to be shooting at anyone with it... Mostly because I'm small and petty.
Canaris
2013-04-18, 11:55 AM
no more spool up time on the Minigun!!.... they listened to me :eek: YAY! :D
lots of good stuff in there that will need to be tested in the field, the only thing I'm worried about is how my dual mercies will be after the change might have to change over to a fotm for my MAX
Hamma
2013-04-18, 12:14 PM
Ah! Gold Plating.. :rofl: Classic!
I'm actually curious the difference between all of them.
Dragonskin
2013-04-18, 12:16 PM
no more spool up time on the Minigun!!.... they listened to me :eek: YAY! :D
lots of good stuff in there that will need to be tested in the field, the only thing I'm worried about is how my dual mercies will be after the change might have to change over to a fotm for my MAX
Which is why the Lasher has new animations. It will still be a mostly terrible heavy weapon... the MCG and the Hammer are totally better for what they are meant for. It's SOE's way of saying.. sorry the Lasher is still terrible, but at least it has new graphics and is flashy!
HiroshiChugi
2013-04-18, 12:30 PM
Which is why the Lasher has new animations. It will still be a mostly terrible heavy weapon... the MCG and the Hammer are totally better for what they are meant for. It's SOE's way of saying.. sorry the Lasher is still terrible, but at least it has new graphics and is flashy!
I've actually tested out the Lasher on the Test Server and liked it... a lot... It did a good amount of damage, but you just gotta shoot first and not be noticed, or you're dead...
Hamma
2013-04-18, 12:32 PM
Someone post a screenshot of the fancy new comparison screen between the different revolvers added. ;)
Assist
2013-04-18, 12:38 PM
Laser sight and flashlight. There was a compensator available for about a day on test but got removed, not sure why.
yessssssssssssssss
gold plated flashlight hand cannon. Dreams have come true.
Dragonskin
2013-04-18, 12:39 PM
I've actually tested out the Lasher on the Test Server and liked it... a lot... It did a good amount of damage, but you just gotta shoot first and not be noticed, or you're dead...
My main issue with the Lasher is how it is a AOE weapon. Most of the times I have used it I end up doing more damage to friendlies that want to get the kill and run into my green stream of awesomesauce. I actually really like the Lasher, it's just very situational and not as easy to carry around as the MCG or Hammer.
moosepoop
2013-04-18, 12:40 PM
TR T7 Mini-Chaingun
[LIST]
This weapon’s spool up time no longer acts like a fire delay. It will now fire immediately and then ramp up to its maximum RPM over the spool up duration.
the mcg still has a spin up time.
wasdie
2013-04-18, 12:40 PM
My main issue with the Lasher is how it is a AOE weapon. Most of the times I have used it I end up doing more damage to friendlies that want to get the kill and run into my green stream of awesomesauce. I actually really like the Lasher, it's just very situational and not as easy to carry around as the MCG or Hammer.
I can see that complaint against it however I cannot see why people call it useless.
Coming up against Lashers can be extremely annoying. They do a very good job of preventing forward movement. They rarely get killing blows but you can halt a whole group of infantry with it. I've been on the receiving end plenty of times to know the effect.
The Jackhammer on the other hand...
Dragonskin
2013-04-18, 12:41 PM
the mcg still has a spin up time.
According to the notes it should be firing while spinning up instead of spinning up until max rotation speed and then firing. Is that not happening?
Assist
2013-04-18, 12:47 PM
I can see that complaint against it however I cannot see why people call it useless.
Coming up against Lashers can be extremely annoying. They do a very good job of preventing forward movement. They rarely get killing blows but you can halt a whole group of infantry with it. I've been on the receiving end plenty of times to know the effect.
The Jackhammer on the other hand...
Try running at the Lasher user rather than avoiding his shots. Your Magshot will kill the Lasher user faster than the Lasher will kill you.
Anytime I see people hunkered down by the Lasher I think of this:
Austin Powers 1- Stoooooooooooooooop! - YouTube
moosepoop
2013-04-18, 12:51 PM
According to the notes it should be firing while spinning up instead of spinning up until max rotation speed and then firing. Is that not happening?
no, its not happening. the hipfiire accureacy hasnt increased either. it looks like the mcg was untouched by the patch
Dragonskin
2013-04-18, 12:55 PM
no, its not happening. the hipfiire accureacy hasnt increased either. it looks like the mcg was untouched by the patch
Not that I want to promote BuzzCut, but maybe they didn't change it after he filmed this yesterday. I bet SOE watches his stream. They did hit him with the ban recently.
http://www.twitch.tv/buzzcutpsycho/b/392154292
He spends at least the first 45 mins using only the MCG for the most part... complaining about everything in the game and how terrible the MCG is while mowing down tons of people with it and calling it terrible...
Again, I don't promote him. I do think his constant complaining about everything in the game is hilarious so it makes good entertainment while at work.
moosepoop
2013-04-18, 12:58 PM
Not that I want to promote BuzzCut, but maybe they didn't change it after he filmed this yesterday. I bet SOE watches his stream. They did hit him with the ban recently.
http://www.twitch.tv/buzzcutpsycho/b/392154292
He spends at least the first 45 mins using only the MCG for the most part... complaining about everything in the game and how terrible the MCG is while mowing down tons of people with it and calling it terrible...
Again, I don't promote him. I do think his constant complaining about everything in the game is hilarious so it makes good entertainment while at work.
when did buzzcut get banned? thats great news.
Redshift
2013-04-18, 12:59 PM
Makes sense tbh, normal gun costs a normal amount, some people are willing to pay for special black or gold versions, so long as they're stats are the same it's good design
Higby
2013-04-18, 12:59 PM
the mcg still has a spin up time.
Yeah, we had to pull out this change at the last minute due to some bugs it was causing and it didn't get cut from the update notes. This change is still coming, but not this update. Patch notes will be updated soon to remove this line item. Sorry about that, we've wanted to put this change up for a while, but keep running into problems with it!
Dragonskin
2013-04-18, 01:00 PM
when did buzzcut get banned? thats great news.
Old news, his twitch account was temp banned. I don't think he has been banned in game. I think that is all I will say about him though... didn't mean to derail the thread or focus it on him.
moosepoop
2013-04-18, 01:02 PM
Yeah, we had to pull out this change at the last minute due to some bugs it was causing and it didn't get cut from the update notes. This change is still coming, but not this update. Patch notes will be updated soon to remove this line item. Sorry about that, we've wanted to put this change up for a while, but keep running into problems with it!
thank you for the information. i was a little disappointed but its no big deal.
ps. id still pay station cash for underslung mcg.
Binkley
2013-04-18, 01:04 PM
The spawn under the map bug is back.
Dragonskin
2013-04-18, 01:05 PM
ps. id still pay station cash for underslung mcg.
I would buy it in a heart beat... the icon for the MCG and the old beta shots look amazing. The new one works, but doesn't feel realistic enough I guess.
moosepoop
2013-04-18, 01:07 PM
I would buy it in a heart beat... the icon for the MCG and the old beta shots look amazing. The new one works, but doesn't feel realistic enough I guess.
put the spin up time on the underslung mcg, decrease accureacy increase damage, call it the behemoth. :)
*waves wad of cash
DeltaGun
2013-04-18, 01:39 PM
This feels like a major "quality of life" patch. Mostly polishing and things that will make the game feel more whole and complete. The game was due for a big one because a lot of areas still felt incomplete.
I agree. This was a feel-good patch and I really got the impression that the Devs were trying to fix some of the mistakes made in the design an implementation of the original game.
I think GU7 marks the beginning with a new era for PS2, along with the lattice systems coming up.
Canaris
2013-04-18, 02:07 PM
Yeah, we had to pull out this change at the last minute due to some bugs it was causing and it didn't get cut from the update notes. This change is still coming, but not this update. Patch notes will be updated soon to remove this line item. Sorry about that, we've wanted to put this change up for a while, but keep running into problems with it!
oh you big tease :lol:
Falcon_br
2013-04-18, 02:26 PM
I just tested my t7.
Firing from the hip got really nerfed now!
There is no point using laser sights anymore, because you can't hit anything firing from the hip! Laser sight or not.
But now you no longer need to be stationary to fire the gun, what is awesome!
I think you can still skip the rotation animation using the old exploit of pressing down the sights button immediately after pressing the fire button, but with te fire from the hip nerf and considering you still keep the accuracy from firing from the hip, this exploit is no longer useful, maybe in very close combats.
So, the laser sights is no longer so use, you just use extended mags and can fire on the move, well I can't say I am happy, because Ai am using laser sights since day one. But I will not complain either because now I can use extended mags and be happy.
Also, with the new capture timer on the map, I can easily do my flight plan to arrive in all bases seconds before the capture just to get the points! Just tried it today and it is awesome! Maybe I will no longer have a 1/5 attack/defense ratio that my outfit always complains I like to defend, we will just load up a galaxy and fly for those captures!
Aaron
2013-04-18, 03:19 PM
Those things that are supposed to pop out of the Lasher when you fire are not there. I mean, it looks like they've been removed or something. You can see the new interior part of the gun, though. The ammo cartridge is also missing. It's invisible. xD
ringring
2013-04-18, 03:26 PM
I like the slider in settings for chat box opacity (unless it was added in previously and I've only just noticed it).
Also what happened to the length of capture timers, I've seen one for 16 minutes! Were they changed or is it just that now we see the numbers we've just noticed how long it can take in extremis.
Silent Thunder
2013-04-18, 03:44 PM
I like the slider in settings for chat box opacity (unless it was added in previously and I've only just noticed it).
Oh lord, I think that's been in for MONTHS :rofl:
Hyncharas
2013-04-18, 03:46 PM
A lot of good changes for a relatively small patch. My faves are definitely changes to grenades and the Pounder... I would've preferred, however, they fixed the lock-on ability for the launchers like the ML-7 rather than simply remove it when used against turrets.
It would be useful if launchers in dumb fire had an adaptive, projected rangefinder in and out of scope that told players which direction to lead in a target, and when to launch. Though not as effective as a lock-on feature, they would at least allow players who don't have that capability a fair chance of hitting stationary and moving targets, even if lock-on is too far.
Fenrys
2013-04-18, 04:24 PM
So I played with the Artemis (VS scout rifle) for a while in VR, and was underwhelmed by the initial balance pass. Using the same attachments (comp, grip, 3.4x), the Solstice-SF carbine outperforms the Artemis at all ranges, when I would expect a scout rifle to remain effective to ranges beyond those of a carbine.
The faster projectile and 4 extra bullets are nice, but IMO the weapon is not accurate enough when firing in bursts (or the individual bullets are too weak).
It would be useful if launchers in dumb fire had an adaptive, projected rangefinder in and out of scope that told players which direction to lead in a target, and when to launch.
Make it an optics attachment for the default launcher and decimator - investing more certs reduces the time it takes the targeting computer to 'lock on' and provide a holographic aim point that compensates for projectile drop and current target velocity.
HS/NV and a less obstructive reflex sight would be some options for the same attachment slot.
Chefkoch
2013-04-18, 04:29 PM
My CPU / GPU Performance was a bit better this patch. Nice
Snydenthur
2013-04-18, 05:21 PM
Also what happened to the length of capture timers, I've seen one for 16 minutes! Were they changed or is it just that now we see the numbers we've just noticed how long it can take in extremis.
I saw like 70 minutes. But I think it has to be only because there was one out of three points taken or something. Overall, the game is much more boring now, if you want to take the xp. And why wouldn't you, since there's no point going forward alone.
What is the timer on some generators? It was something like 20000 minutes.
I'm quite surprised that commissioner isn't as good as I expected. It has some recoil bug, where sometimes there is no recoil. Makes it a lot harder to shoot at more than few meters range. Also there seems to be some sort of bug where it doesn't do any damage. I had a lot of situations where I should've landed a hit but there was no damage at all. And spread wasn't large enough even from the hip to miss at close range when I first tested it at warpgate.
And there's still no reason to use battle rifle. It's better, but not enough.
Ruffdog
2013-04-18, 05:24 PM
Feel sorry for my Mercy brothers. Why should customers buy a gun when at any time Sony can cut its maximum damage by 13%?
Ive bought what I've bought now and alterations will fall where they may. I'm never going the smedbuck route again.
maradine
2013-04-18, 05:47 PM
I've bought about 6,000 SC worth of gear since launch. Sometimes my gear gets buffed. Sometimes my gear gets nerfed. Sometimes both happens in the same patch.
Man up, for fucks sake. I refuse to believe you were so naive as to think somehow purchased weapons would be held in some vacuum against balance.
fierce deity
2013-04-18, 06:09 PM
The best part of the patch in my opinion is the ability to turn off the terrible inverted reverse on tracked vehicles. The era of the panic wobble is over!
Ruffdog
2013-04-18, 06:27 PM
This is the first game I've encountered with micro transactions. When I signed the t&c I realised they had the power to change attributes of world items of course. I just imagined micro tweaks since major balancing should already have been performed on things you can buy with real money.
As it is we are balancing for them and then they react. The test server should help but frankly its been distasteful thus far.
Neutral Calypso
2013-04-18, 07:07 PM
Surprised no one has mentioned the capture point bugs... wherein for some bases you cannot change the faction of the point AT ALL. Kinda ridiculous right there.
moosepoop
2013-04-18, 07:09 PM
This is the first game I've encountered with micro transactions. When I signed the t&c I realised they had the power to change attributes of world items of course. I just imagined micro tweaks since major balancing should already have been performed on things you can buy with real money.
As it is we are balancing for them and then they react. The test server should help but frankly its been distasteful thus far.
well, we have a test server now.
Chewy
2013-04-18, 08:23 PM
Now I can get to work on seeing if MAX AI weapons are really balanced now. Im thinking of using just one weapon per factions MAX but uncertain of if more are needed. So far Im thinking of going for the ones that seem to have the best ranges.
NC-
Mattock
TR-
Mercy
VS-
Cosmos
Should I use 2 weapons per faction? Say the best ranged and stock for example but that is going to take much longer to record, edit, and upload. Im just going with the 3 listed for now and might get stock latter if needed.
camycamera
2013-04-18, 10:38 PM
i love this update. better m3 for TR MAX, inverted setting for vehicle reversing to be able to be turned off (ABOUT FREAKING TIME), slightly better mechanics regarding vehicle flips (this shouldn't apply to flashes imo though, it should not do damage at all, and there should be an option to flip the flash), and better map stuff, and CAMO PREVIEWS (now i can finnally spend some station cash on camos.
Dragonskin
2013-04-18, 11:39 PM
Those things that are supposed to pop out of the Lasher when you fire are not there. I mean, it looks like they've been removed or something. You can see the new interior part of the gun, though. The ammo cartridge is also missing. It's invisible. xD
I'm hoping this will be hot fixed because right now the Lasher isn't anything like what Higby showed us. Like you said the ammo cartridge is completely missing and it looks like the barrel sections were removed... hoping that is just all broken animations.
Falcon_br
2013-04-19, 12:59 AM
Ok, I saw someone reporting a bug that he was flying under a bridge and hit an invisible wall.
I couldn't believe in him, or maybe it is in just one bridge in the map and in a very specific way.
During a dodge fight today I was going to use one bridge to do a very fast loop and get my chaser from behind, it had a very large gap under it, so it was easy to do.
My mosquito just crashed and blowed, also my chaser also crashed behind me!
I thinked, wtf!?!?!?
I just respawned in a close back and discovery what is the problem.
I don't know how to say it in English, but the bridge pillars, the one under it, are now the new ammo towers! They just pop out after you crashed on it! People are crashing at them everytime they go under a bridge!
I am already pissed of the game only uses 2 gb of ram, just because it was made in 32 bits, now that the game is receiving new weapons and helmets, soon with only those 2 gb of ram, not even biolabs will renderer before you crash on them!
I already know what is causing the problem, the truth is, I have no idea if it is possible for Sony to fix it.
32 bits diretcx 9 were a bad decision and now are affecting very bad the game! I remember when they said in beta that with all the items 2 gb were enought, now it is no longer even close to that!
Chewy
2013-04-19, 01:07 AM
Well that didn't take long. I just finished editing the Cosmos and Mercy videos and I already have the Mattock video online. With luck we should have a debate soon on the new MAX AI balance if youtube plays nice.
Climhazzard
2013-04-19, 02:08 AM
I just imagined micro tweaks since major balancing should already have been performed on things you can buy with real money.
"Balance" isn't a purely numbers-based comparison. It's pretty much impossible to know exactly how each weapon will ultimately perform without a significant sample size. They just do their best to get it as close as possible. Sometimes they get closer than other times.
I am used to play with Blue allies and red enemies UI.
But now on the big map I see the allies in RED. If this is a change it is a BAD change. VERY BAD.
ChipMHazard
2013-04-19, 04:30 AM
Guess it's a good thing that my colour scheme was already set to faction colours:p
Canaris
2013-04-19, 05:03 AM
I am used to play with Blue allies and red enemies UI.
But now on the big map I see the allies in RED. If this is a change it is a BAD change. VERY BAD.
lol I see NC in Red, TR in Red & VS in Purple on my main map (yes before someone asks the colours are set to show TR in blue & enemies in Red )..... you're very correct Nur it ain't helpful at all. :(
Needs a hotfix.
Snydenthur
2013-04-19, 06:01 AM
On my main map we are purple, nc is blue and tr is red. On my minimap and screen we are green, tr is red and nc is purple. So it is a bit distracting.
hammsammich
2013-04-19, 07:12 AM
I am used to play with Blue allies and red enemies UI.
But now on the big map I see the allies in RED. If this is a change it is a BAD change. VERY BAD.
The first time I played after the update I took out a few of my own before I realized it. I changed the colors back in the customization settings real quick. Then after that it showed allies in blue again but it still showed vehicles and turrets in red. I took out some poor engineers turret because of this.
Rolfski
2013-04-19, 09:11 AM
I've already made some poor judgments and send squads to wrong locations because of friendly vehicles showing up in red on the map. Extremely annoying.
camycamera
2013-04-19, 09:55 AM
hey did anyone else notice the new animations for the pistol or bolt action sniper for the TR reload animations? they are much better, and SUPER badass. i like.
although, this patch was fucking buggy, the hotfix will fix the problems i had though (teleporting under the map...)
Hyncharas
2013-04-19, 01:00 PM
If anything the bane of my playtime is the NS-44 Commissioner. All it ever took was one or two headshots at my Tier-3 Nanoweave and shields at full strength and I was dead...
That happened almost all night.
Koadster
2013-04-19, 01:10 PM
If anything the bane of my playtime is the NS-44 Commissioner. All it ever took was one or two headshots at my Tier-3 Nanoweave and shields at full strength and I was dead...
That happened almost all night.
You can bet the nerfhammer will come down on them very soon after the initial 'OMG SO OP, MUST BUY' phase has died down and SOE has made a decent amount of $ from it.
Falcon_br
2013-04-19, 01:32 PM
hey did anyone else notice the new animations for the pistol or bolt action sniper for the TR reload animations? they are much better, and SUPER badass. i like.
although, this patch was fucking buggy, the hotfix will fix the problems i had though (teleporting under the map...)
I didn't like the change, but I can live with it.
bpostal
2013-04-19, 02:01 PM
I'm just happy I can back up a Prowler instead of having to stop, turn around and THEN drive off (after I've spun in circles for a good 10 seconds).
Snydenthur
2013-04-19, 02:24 PM
If anything the bane of my playtime is the NS-44 Commissioner. All it ever took was one or two headshots at my Tier-3 Nanoweave and shields at full strength and I was dead...
That happened almost all night.
You should be happy that your server has so many skilled players. Two headshots with commissioner isn't the easiest to achieve. I have a lot of experience from fps-games and I tried using commissioner as a primary weapon to test it out. It didn't go too well. I think my kd-ratio was around 1 at the time. It's more like "let's have fun" weapon. Try hard players do better with default pistols. Faster rof = more chance to kill. Even vs now that we got a tiny buff to beamer (and manticore). And pistols aren't even used much anyway.
Once the hype goes away, there won't be much situations where you actually are against the new pistols. New weapons are always spammed at first.
I almost never say this, but this Update really was a hit out of the park.
No Optimization issues this time. (except I seem to crash way too often when pulling a Sunderer out of vehicle Terms.... and ONLY a Sundy.... no other vehicles keep causing this crash).
The vehicle stability changes are AWESOME. I don't even think about popping an ESF now when I need to get somewhere fast. The Flash is handling SOOOOO much better now. The previous day I flipped mine over 6 times while driving fairly slow. Yesterday I played half the day before I even found out how the new flipping mechanic even works just b/c the Flash is so much more realistic and controllable now as opposed to the HaraKiri-Kart it used to be.
This coupled together with the previous improvements to climbing slopes by foot has made "getting around" in this game so much more enjoyable now. I'm actually spending more time just exploring mountains and paths and stuff than I am ghost capping now. It's the journey not the destination that's fun... that's exactly how any MMO should be played.
The HA unstacking of abilities was also very needed. Glad they ripped that bandaid off now instead of waiting things festered months from now.
If anything the bane of my playtime is the NS-44 Commissioner. All it ever took was one or two headshots at my Tier-3 Nanoweave and shields at full strength and I was dead...
+1 to this.... ...really the only grey cloud in any of this....
I think this thing is BUGGED. I put 4 MAG shot into some LA last night before he slowly turned around and INSTA KILLLED me with the Commissioner. My kneejerk reaction was "is he hacking??" But this was day one, there shouldn't even BE any working hacks day1 after a huge update like this. And I'm pretty sure this guy wasn't MLG pro either. Either the Damage / CollisionHulls are bugged on this new "hand cannon", or SOE just didn't playtest it properly. It's such a P2W "gimme" to the point that I woulda bought one myself on-the-spot if I had enough Station Cash transfered over.
Neutral Calypso
2013-04-19, 08:01 PM
I tested the commissioner out in the field.
I'd rather just use a carbine. The sucker is intended to be the KILL TEH ZOMBIES pistol in the way that the pump-actions are the KILL TEH ZOMBIES shotguns. I find it rather difficult to use effectively in a crowded situation. My recommendation is have it in your #2 slot when you are in the towers using your pump-actions and pull it out when you don't have time to reload the pump.
DirtyBird
2013-04-20, 03:51 AM
No need to report this 10 times a day.
Assuming its the "no HP" bug on spawn.
Wasnt the "no HP" on spawn bug they fixed, still exists even after the hotfix.
Wahooo
2013-04-20, 06:49 PM
NC AF-18 Stalker, TR SOAS-20, VS Artemis
Minimum Damage: 112 at 65 meters changed to 125 at 65 meters
First Shot Recoil: 2.5 changed to 1.5
Recoil Recovery: 15 degrees per second changed to 18 degrees per
second
Magazine size: 20 changed to 24
Total Ammunition: 120 changed to 240
Short Reload: 2.25 seconds changed to 2 seconds (long reload remains same at 3 seconds)
Aimed Accuracy: 0.15 crouched moving, 0.25 stand moving changed to 0.2 crouched moving, 0.3 stand moving
Horizontal Recoil: 0.1 min, 0.3 max changed to 0.2 min, 0.225 max
Equip Time: 0.5 seconds changed to 0.75 seconds
Wiki Notes: http://pside.co/ps2gu07
So the SOAS-20 was on my list of VERY unhappy about purchases due to the SMG's making it absolutely obsolete. These changes put it closer to being useful in medium distance situations... outdoor or AMP station type stuff it could now be ALMOST more useful than the SMG... but it needs a touch more.
Who do we talk to to get an extended mag cert? I want an extended mag similar to SMG. Please?
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