PDA

View Full Version : News: GU08 Patch Notes 05-02-2013


DirtyBird
2013-05-02, 06:11 AM
Wiki:
http://wiki.planetside-universe.com/ps/Game_Update_8_(2013/05/02)

Official Forums
http://forums.station.sony.com/ps2/index.php?threads/server-downtime-game-update-08-05-02-2013.121874/

All servers will come down at 6:00 AM PT (3:00 PM CEST) for a brief update to add Game Update 08. Downtime is anticipated ot be approximately 2 hours. Players may note the following changes:

New in the Depot

MAX Weapons:

NCM3 Raven
The NCM3 Raven is a laser guided rocket launcher that deals heavy damage to vehicles. (NC only)

MR1 Fracture
The MR1 Fracture is a dual rotary cannon that fires high velocity rockets designed specifically to penetrate vehicle armor. (TR only)

Vortex VM21
The VM21 particle accelerator is capable of firing a beam that punches through vehicles. Charging the weapon will increase damage at the cost of more ammunition used per shot. (VS only)


Faction Helmets

NC: Nightstriker Helmet
TR: Dreadnought Helmet
VS: Hyperion Helmet

MAX Helmets


NC: MT Regulator Helmet, Extractor LP Helmet
TR: Golem MRK1 Helmet, Colossus Helmet
VS: Preceptor Helmet, Xenoxus Helmet

MAX Ogre Armor

Harasser cosmetic items including Lumifiber Trim, Chassis Lights and a Horn
Single Use Camos have been removed from the Depot

Vehicle Updates

New Common Pool Vehicle – The Harasser


The Harasser is a speedy armored assault buggy that plays a dual role as both a transport and a strike vehicle.
Carries three units:
Driver
Gunner
Passenger in rumble seat (supports a MAX unit)


A pass was done on the elevation ranges of some vehicle turrets:

M20 Basilisk
Increased upward elevation range from 35 to 65 degrees
Increased downward elevation range from 17 to 24 degrees on Sunderer Only



M12 Kobalt
Increased upward elevation range from 50 to 65 degrees
Increased downward elevation range from 20 to 25 degrees on Sunderer Only



ES540 Halberd
Increased upward elevation range from 25 to 30 degrees
Increased downward elevation range from 7 to 14 degrees



Saron HRB
Increased upward elevation range from 25 to 30 degrees
Increased downward elevation range from 7 to 10 degrees



Enforcer ML85
Increased upward elevation range from 25 to 30 degrees
Increased downward elevation range from 7 to 10 degrees

Vehicle Weapon Adjustments:


M20 Basilisk
Upped base cone of fire, but removed additional blooming
Min COF increased from .25 to .75
Max COF decreased from 1 to .75
Lowered projectile speed from 650 to 500


M20 Drake
Upped base cone of fire slightly, but removed CoF blooming
Min COF increased from .25 to .66
Max COF decreased from 1 to .66
Lowered projectile speed from 750 to 650



G40-F Ranger
Reduced Flak Damage from 56 to 38
Decreased time between shots from 272 to 182
Increased Clip Size from 24 to 32
Magazine Size certs now gives 3 rounds per rank.
Increased Ammo Capacity from 288 to 384
Ammo Capacity certs now gives 16 rounds per rank.
Increased CoF from 1 to 1.25



Reaver M30 Mustang AH
Damage per pellet reduced from 175 to 150



Scythe Light PPA
Increased projectile speed from 250 to 300


Mosquito M14 Banshee
Direct hit damage increased from 140 to 150



Tank Armor Changes. In general the below changes will allow tanks to sustain one more anti-tank round to the front and sides and about 1.5 to 2 more tank rounds to the rear. Armor certifications are listed as decreasing, this was to keep them able to absorb roughly one addition anti-tank round to that side. Also smoothed out some unnecessary inconsistencies between the tanks.


Lightning
Front Armor Increased from 55 to 65
Front Armor certification bonus decreased from 10 to 7
Side & Top Armor Increased from 45 to 58
Side Armor certification bonus decreased from 10 to 8
Top Armor certification bonus decreased from 15 to 8
Rear & Bottom Armor Increased



Magrider
Front Armor Increased from 55 to 63
Side & Top Armor Increased from 50 to 58
Side Armor certification bonus decreased from 10 to 8
Top Armor certification bonus decreased from 10 to 8
Rear Armor Increased from -20 to 30



Prowler


Front Armor Increased from 55 to 63
Side & Top Armor Increased from 50 to 58
Side Armor certification bonus decreased from 10 to 8
Top Armor certification bonus decreased from 10 to 8
Rear & Bottom Armor Increased from -20 to 30



Vanguard
Front Armor Increased from 62 to 68
Front Armor certification bonus decreased from 5 to 4
Side & Top Armor Increased from 60 to 65
Rear & Bottom Armor Increased from -20 to 35



New Armor Piercing 30mm Resist Type: A new resist type has been created for Tank Busting caliber chain guns. Tanks have been given a vulnerability to this resist type. This makes these weapons nearly as effective as they were before the above armor increases.



Lightning (65)
Magrider (60)
Vanguard (62)
Prowler (60)



The following weapons use this new resist type


AP30 Shredder
CAS30 Tank Buster



New Armor Piercing Round Resist Type: A new resist type has been created for AP tanks rounds (and a few other weapons). Tanks have been given a vulnerability to this resist type. This makes these weapons nearly as effective as they were before the above armor increases.
Lightning (-25)
Magrider (-20)
Vanguard (-18)
Prowler (-20)



The following weapons use this new resist type


Lightning L100 Python AP
Magrider Supernova FPC
Vanguard Titan-150 AP
Prowler P2-120 AP
Phalanx Spear AV Turret
Liberator C150 Dalton



Sunderer:


Resistance to C4 increased from -50 to -40
Critical damage state on Sunderer begins at 13% health remaining instead of 12.5%
Two C4 will still place a full health stock Sunderer in critical damage state.



Annihilator
Damage increased from 1150 to 1200


Bug Fixes:


Fix for ESF external afterburners not being able to be re-equipped if a secondary weapon is selected in VR training
Fix for ESF external afterburners not being able to be re-equipped if a secondary weapon is selected in VR training
Fixed issue where Vanguard Shield would sometimes immediately shut off or shut off after taking a little bit of damage
The Prowler should now have appropriate 3rd and 1st person audio while in Anchored Mode

Infantry Updates

Improved MAX Flak Armor. Flak armor explosion resist is now increased 10% each tier.

Tier 1: 10%
Tier 2: 20%
Tier 3: 30%
Tier 4: 40%
Tier 5: 50%

Improved MAX Kinetic Armor. Kinetic Armor now increases the default light projectile resist by 1.5% each tier.

Tier 1: 81.5%
Tier 1: 83%
Tier 1: 84.5%
Tier 1: 86%
Tier 1: 87.5%

Updated MAX Nano-Armor Accelerator

Renamed to Nanite Auto Repair System.
Damage delay reduced to 8 seconds.
Increased Healing rate
Tier 1: 0.5% per second
Tier 2: 0.75% per second
Tier 3: 1.0% per second
Tier 4: 1.25% per second
Tier 5: 1.5% per second

Infantry Weapon Changes


The majority of infantry weapons have been adjusted to better even out the performance of the different types. Assault rifles, carbines, and small magazine LMGs have had their equip speeds and reload times tuned to allow them to be more competitive with the larger magazine LMGs. Short range assault rifles and carbines are being reduced in effectiveness at long range. Long range weapons are being increased in effectiveness through individual weapon tuning and related attachment changes. Burst variants are now more accurate. Exact changes are detailed below.

Weapon Misc. Changes


Increased the hold breath time by 1 second when looking through a 6x or higher scope.
All rocket launchers now have a short delay between ammo pickups from engineer ammunition packs.
All shotguns with a 20 meter max damage range had that max range reduced to 18 meters.
Fixed a bug that was causing pump-action shotguns to start their chamber timer early. This will result in the below weapons having a longer delay between each shot.


NC GD-66 Claw
NC LA39 Bruiser
TR TRS-12 Uppercut
TR TAS-16 Blackjack
VS Phobos VX86
VS Deimos VA29


Weapon Equip Times


All Assault Rifles except the below: 0.75 to 0.65 seconds
NC Reaper DMR: 0.875 to 0.78 seconds
All Carbine Rifles except the below: 0.575 to 0.55 seconds
NC AC-X11: 0.7 to 0.65 seconds

All Sniper Rifles: 0.75 to 0.85 seconds
All Shotguns: 0.7 to 0.75 seconds
All SMGs: 0.75 to 0.65 seconds
All Scout Rifles: 0.75 to 0.65 seconds
TR T7 Mini-Chaingun & VS Lasher X2: 1.3 to 0.9 seconds
Both Medical Kit Types: 0.3 to 0.4 seconds
LMG equip times are more varied and will be listed below.

Weapon Attachment Changes

Compensator

Increased vertical recoil reduction on all weapons.

Suppressor


Carbines: These now slow the projectile by 35%, instead of the previous 40%.
SMGs: These now slow the projectile by 20%, increased from 18%.

Velocity Ammunition


The velocity increase from this ammo type was increased on the majority of weapon types. The benefit given differs per weapon.

Forward Grips

LMG Forward Grips no longer reduce vertical recoil.
Weapons with direction recoil will now lean more toward center when a forward grip is attached.
The maximum horizontal recoil cap is now lowered when a grip is attached.
All forward grips now have an equip penalty. It ranges from 20ms to 150ms, depending on the weapon, with long range weapons and weapons with an innate slow equip speed being penalized less. In general, it drops all weapons down by one weight class. For example, fast equipping 50 round LMGs will drop to the equip speed of 75 round LMGs.

Grenade & Smoke Launchers


These now have a 4 second delay between ammo pickups from engineer ammunition packs.

6x Scopes


All 6x scopes now have weapon sway.

Weapon Specific Changes

NC Gauss Rifle

Long Reload: 2.725 to 2.6 seconds
Short Reload: 2.05 to 1.95 seconds
First Shot Recoil: 2 to 2.15

NC GR-22

Min Damage Range: 65 to 60 meters
Short Reload: 2.31 to 2.455 seconds
Stand move aimed accuracy: 0.3 to 0.35
Max horizontal recoil: 0.225 to .0275

NC Reaper DMR

Long Reload: 3.03 to 2.565 seconds
Short Reload: 1.8 to 1.86 seconds

NC Gauss Rifle Burst

Long Reload: 2.725 to 2.6 seconds
Short Reload: 2.05 to 1.95 seconds
Horizontal Recoil: 0.175 to 0.15
Aimed accuracy, crouch moving: 0.15 to 0.075
Aimed accuracy, stand moving: 0.3 to 0.15
Added Velocity Ammo

NC Gauss Rifle S

Vertical Recoil: 0.35 to 0.34
First Shot Recoil: 1.65 to 1.5

NC Carnage

Long Reload: 3.2 to 2.6 seconds
Short Reload: 2.55 to 2.285 seconds
First Shot Recoil: 3 to 2.25
Projectile Speed: 580 to 600
Aimed accuracy, stand moving: 0.35 to 0.3
Min horizontal recoil: 0.3 to 0.275

NC AF-19 Mercenary

Long Reload: 3.2 to 2.75 seconds
Short Reload: 1.760 to 1.8 seconds

NC GD-7F

Min horizontal recoil: 0.2 to 0.225
Max horizontal recoil: 0.2 to 0.3
Made pull to the left more predictable

NC AC-X11


Long Reload: 3.05 to 2.425 seconds
Short Reload: 2.3 to 1.855 seconds

NC Gauss Compact Burst


Long Reload: 3.2 to 2.75 seconds
Short Reload: 1.760 to 1.8 seconds
Aimed accuracy, crouch moving: 0.15 to 0.075
Aimed accuracy, stand moving: 0.3 to 0.15
Added Velocity Ammo

NC Gauss Compact S


Short Reload: 2.05 to 2.365 seconds

NC Razor


Long Reload: 2.4 to 2.275 seconds
Short Reload: 1.55 to 1.66 seconds
Vertical Recoil: 0.4 to 0.35
Made recoil direction more predictable

NC NC6 Gauss SAW


Long Reload: 7.4 to 7.5 seconds
Short Reload: 6.3 to 6.5 seconds
Recoil Settle: 13 to 12
Equip Time: 1.0 to 1.2 seconds

NC EM1


Long Reload: 4.6 to 4.465 seconds
Short Reload: 3.585 to 3.5 seconds
Projectile Speed: 590 to 600 m/s
First Shot Recoil: 2.6 to 2.3
Equip Time: 1.0 to 0.9 seconds

NC GD-22S


Long Reload: 4.3 to 3.765
Short Reload: 3.44 to 3.135
Equip Time: 0.9 to 0.8 seconds
Increased hip accuracy by 0.5 in all movement states.

NC Gauss SAW S


Long Reload: 5.1 to 5.02 seconds
Short Reload: 4.235 to 4.24 seconds
Vertical Recoil: 0.5 to 0.45
Equip Time: 1.0 to 0.9 seconds

NC EM6


Long Reload: 5.4 to 5.5 seconds
Short Reload: 4.32 to 4.655 seconds
First Shot Recoil: 1.5 to 1.8
Equip Time: 1.0 to 1.1 seconds

NC Anchor


Long Reload: 4.1 to 4.0 seconds
Short Reload: 3.075 to 3.37 seconds
First Shot Recoil: 2.25 to 2
Equip Time: 1.0 to 0.8 seconds
Increased hip accuracy by 0.5 in all movement states.

NC Rebel


Aimed Accuracy: 0.5 to 0.3

NC AF-4 Cyclone


Projectile Speed: 375 to 360

NC NCM2 Falcon


Reload: 2.4 to 2.1 seconds
Direct Damage: 700 to 850
Indirect damage: Max damage reduced from 250 to 80.

TR T1 Cycler


Long Reload: 3.7 to 3.55 seconds
Short Reload: 2.8 to 2.755 seconds

TR Cycler TRV


Long Reload: 4.1 to 4.13 seconds
Short Reload: 3.007 to 3.12 seconds
Min damage range: 65 to 60
Aimed stand move accuracy: 0.3 to 0.35
Aimed crouch move accuracy: 0.25 to 0.2
Max horizontal recoil: 0.275 to 0.3

TR SABR-13


Short Reload: 2.425 to 2.665 seconds
Vertical Recoil: 0.35 to 0.4
First shot recoil: 1.4 to 0.75
Projectile Velocity: 620 to 600

TR T1B Cycler


Long Reload: 3.7 to 3.55 seconds
Short Reload: 2.8 to 2.755 seconds
Aimed accuracy, crouch moving: 0.2 to 0.1
Aimed accuracy, stand moving: 0.3 to 0.15

TR T1S Cycler


Long Reload: 3.885 to 3.65 seconds

TR Tar


Long Reload: 4.1 to 4.11
Short Reload: 3.280 to 2.96
Min Damage Range: 65 to 60
Aimed accuracy, crouch moving: .25 to 0.2
Aimed accuracy, stand moving: .3 to .35

TR TRAC-5

Short Reload: 2.6 to 2.595 seconds
TR LC2 Lynx


Short Reload: 2.8 to 2.96 seconds
Min horizontal recoil: 0.2 to 0.225
Max horizontal recoil: 0.225 to 0.25

TR T5 AMC


Long Reload: 3.1 to 3.13 seconds
Short Reload: 2.17 to 2.265 seconds
First Shot Recoil Multiplier: 2.5 to 1.5

TR TRAC-5 Burst


Short Reload: 2.6 to 2.595 seconds
Aimed accuracy, crouch moving: .2 to 0.1
Aimed accuracy, stand moving: .3 to .15
Added Velocity Ammunition

TR TRAC-5 S


Long Reload: 3.885 to 3.87 seconds
Vertical Recoil: 0.336 to 0.34
First Shot Recoil: 1.88 to 1.85

TR LC3 Jaguar


Long Reload: 3.85 to 3.88 seconds
Short Reload: 2.8 to 2.755 seconds
Max horizontal recoil: 0.25 to 0.275

TR T9 CARV S


Long Reload: 6.5 to 6.11 seconds
Short Reload: 5.5 to 5.11 seconds
Equip Time: 1200 to 1100

TR MSW-R


Long Reload: 4.25 to 3.65 seconds
Short Reload: 3.4 to 3.045 seconds
Equip Time: 0.9 to 0.8 seconds

TR T16


Long Reload: 4.95 to 4.925 seconds
First Shot Recoil: 3 to 2
Equip Time: 1.0 to 1.1 seconds

TR TMG-50


Long Reload: 5.098 to 5.225 seconds
Short Reload: 4.233 to 4.24
Equip Time: 1.0 to .9 seconds

TR T32 Bull


Long Reload: 4.0 to 3.565 seconds
Short Reload: 3.4 to 3.195 seconds
Equip Time: 900 to 800

TR TX2 Emperor


Aimed Accuracy: 0.5 to 0.3

TR Armistice


Long Reload: 3.0 to 2.92 seconds
Short Reload: 2.275 to 2.25 seconds

TR PDW-16 Hailstorm


Made recoil more consistently pull to the right.

TR T2 Striker


Chamber Time: 0.7 to 0.5 seconds
Lock-On Time: 2.5 to 2.25 seconds
Note: The fix that lowered the pump-action shotgun rate of fire also lowered the Striker’s. These changes are to compensate for that.

TR M3 Pounder HEG


Direct Damage: 350 to 425
Indirect damage: Max damage reduced from 150 to 75.

VS H-V45

Short Reload: 2.55 to 2.565 seconds
Damage min range: 65 to 60 meters
Aimed accuracy, stand moving: 0.3 to 0.35

VS CME


Long Reload: 3.0 to 2.34 seconds
Short Reload: 2.4 to 2.0 seconds
First Shot Recoil: 3 to 2.5
Min Horizontal Recoil: 0.225 to 0.2

VS Equinox VE2 Burst


Aimed accuracy, crouch moving: 0.15 to 0.75
Aimed accuracy, stand moving: 0.25 to 0.125
Added Velocity Ammo

VS Equinox VE2


Long Reload: 2.415 to 2.3 seconds
Short Reload: 1.8 to 1.875 seconds
Vertical Recoil: 0.245 to 0.25
First Shot Recoil: 2.25 to 2

VS Corvus VA55


First Shot Recoil: 2 to 1.85
Long Reload: 2.4 to 2.47 seconds
Short Reload: 1.8 to 2.015 seconds

VS Solstice


Long Reload: 2.2 to 2.28

VS VX6-7


Long Reload: 2.7 to 2.755

VS Pulsar C


Vertical Recoil: 0.42 to 0.4
Long Reload: 2.65 to 2.61 seconds
Short Reload: 2.0 to 1.82 seconds

DirtyBird
2013-05-02, 06:12 AM
VS Solstice Burst


Long Reload: 2.2 to 2.28
Aimed accuracy, crouch moving: 0.15 to 0.075
Aimed accuracy, stand moving: 0.25 to 0.125
Added Velocity Ammo

VS Solstice SF


Long Reload: 2.65 to 2.78 seconds
Short Reload: 1.730 to 1.875 seconds

VS Serpent


Long Reload: 3.8 to 2.89 seconds
Short Reload: 2.65 to 2.59 seconds

VS Orion


Long Reload: 4.6 to 4.0 seconds
Short Reload: 2.8 to 3.045 seconds
Maximum horizontal recoil: 0.2 to 0.225
Equip Time: 0.9 to 0.8 seconds

VS VX29 Polaris


Short Reload: 4.182 to 4.2 seconds
Hip accuracy, stand moving: 3.25 to 3.0

VS Pulsar LSW


Equip Time: 1.0 to 0.9 seconds

VS SVA-88


Short Reload: 3.845 to 3.065 seconds
Recoil Settle: 15 to 13
Equip Time: 1.0 to 0.9 seconds

VS Flare


Long Reload: 5.0 to 5.225
Short Reload: 4.0 to 4.24
Equip Time: 1.0 to 0.9 seconds

VS Ursa


Aimed accuracy, stand moving: 0.4 to 0.35
Hip accuracy, crouch moving: 3 to 2.5
Hip accuracy, stand: 3 to 2.5
Hip accuracy, stand moving: 4 to 3.25
Equip Time: 1.0 to 0.9 seconds

VS Eridani SX5


Aimed Accuracy: 0.4 to 0.3
Long Reload: 2.85 to 2.8 seconds
Short Reload: 1.75 to 1.74

VS Sirius SX12


Aimed Accuracy: 0.4 to 0.3

VS Comet VMT


Direct damage: 430 to 475
Indirect damage: Max damage reduced from 110 to 80.

DirtyBird
2013-05-02, 06:12 AM
Bug Fixes and Misc Changes


Fix for the extended magazine attachments not taking effect until after reloading.
Fixed an animation bug with the Lasher X2’s ammo clip during the reload.
Bolt action sniper rifles should no longer be inaccurately labeled as having Semi-Auto fire modes in the Depot.
The ammo, barrel, and forward grip cert prices for the AMR-66 should now be consistent with similar weapons for the other factions.
Fixed an intermittent issue where shots from the main turret of MBTs would not display properly.
Squad Deploy and Instant Action can no longer be utilized as a MAX. Squad deploy will now give the option of deploying as a different class.
The auto resupply function will now attempt to purchase up to the max equip count for an item based on available resources.
Increased the maximum look angle of infantry when looking down.
Fixed VS Cosmos VM3 having a max cone of fire of 7. It now matches all other MAX weapons with a max cone of fire of 3.
NC Bouncers and VS Proximity Mines now have attached lights that will allow aware players to spot and avoid them.
VS Comet VM2 will no longer show certifications in the VR zone.
Fixed an exploit that allowed engineers to create a self-repairing Flash.
Consumables no longer require resources to resupply in the VR training zone.
The resist shield duration will now correctly increase with each cert rank.

UI Updates


The vehicle stat page now shows stats for individual vehicle weapons. This includes ribbons and medals.
Added ability to preview items contained in bundles
Added directional indicator to capture progress indicators on the map
Colors can now be assigned per entity rather than via a global color setting. This allows players to apply color presets to UI elements that represent players (nameplates, minimap indicators, vehicle indicators, etc.) separate from facilities (basically everything else - objectives, map regions, terminal indicators, etc.).
Facility NPC indicators (terminals, vehicle ammo dispensers, etc.) now show up on the map screen at zoom level 5 (same zoom level as objectives).

Bug Fixes


Minimap indicators now properly update their colors when changing them in the settings and then returning to game.
Exiting the game should no longer cause Invert Reverse Steering for Tanks setting to toggle off
Fixed an issue with the weapon select HUD not updating properly when entering the VR zone
The Commissioner and Underboss pistols should now filter properly in the Depot
Fixed an issue causing some players to appear to have two helmets equipped simultaneously. May require impacted players to re-equip their helmet.
Leaderboards will now display earned certifications only
Fixed a display issue with Auraxium Loyalty Level showing as Copper after reclogging
Fixed a bug that would end a Twitch TV stream if you Alt –Tab’d out of fullscreen
Fixed issues with loadouts being reset after leaving VR training

HiroshiChugi
2013-05-02, 06:34 AM
Every friggin' time, I miss the chance to put up the patch notes...


Edit: Never the less, Good job on beating me to the patch notes by like, 20 minutes. xD

Snipefrag
2013-05-02, 07:13 AM
looks good, they are really churning out the updates. I like !

Canaris
2013-05-02, 07:54 AM
a boost for MAX defense certs, awesome. NC & VS will have more to fear when I bear down on them :D

Dodgy Commando
2013-05-02, 08:09 AM
The addition of lights to NC/VS proxy mines should put an end to all the TR whining.

I'm all for the infantry weapon changes if they really do end up accentuating different roles. I look forward to seeing more diversity in weaponry on the battlefield.

Canaris
2013-05-02, 08:18 AM
The addition of lights to NC/VS proxy mines should put an end to all the TR whining.

I doubt it since half the time your Bs & Ps end up inside the terrain so you can't see them at all.

realistically the dev's should just retire the TR claymore and replace it with the "Boomer" a TR version of your anti-personnel mine.

ThatGoatGuy
2013-05-02, 08:33 AM
Every friggin' time, I miss the chance to put up the patch notes...


Edit: Never the less, Good job on beating me to the patch notes by like, 20 minutes. xD

Haha if I had internet wifi outside of my house I would've beaten him to it xD

Canaris
2013-05-02, 08:40 AM
one update I don't get is the

Short Reload: 2.6 to 2.595 seconds

is 0.005 of a second really going to make any difference at all...:confused:

ThatGoatGuy
2013-05-02, 08:43 AM
one update I don't get is the



is 0.005 of a second really going to make any difference at all...:confused:

I'm questioning quite a few things from this patch, including the fact that VS and NC get HVA on their burst weapons... and we don't.:mad:

HiroshiChugi
2013-05-02, 08:44 AM
Haha if I had internet wifi outside of my house I would've beaten him to it xD

Same here. :tear:

Snydenthur
2013-05-02, 08:47 AM
I'm all for the infantry weapon changes if they really do end up accentuating different roles. I look forward to seeing more diversity in weaponry on the battlefield.

Looking at the changes and seems like cqc weapons will still be as good at long range as they were. Burst variants did get a nice buff, so you might see a few of them used, but mostly there will be the same old weapons as always. I can't blame them for not going through with the nerfs though, since that would've caused a lot of rage, when you wouldn't be able to use one weapon for everything.

almalino
2013-05-02, 08:48 AM
NC Bouncers and VS Proximity Mines now have attached lights that will allow aware players to spot and avoid them.


I do not like that. Mines are already freaking huge and easily visible. Now those will become a disco light equipped :)

Canaris
2013-05-02, 08:49 AM
I'm questioning quite a few things from this patch, including the fact that VS and NC get HVA on their burst weapons... and we don't.:mad:

TR TRAC-5 Burst

Short Reload: 2.6 to 2.595 seconds
Aimed accuracy, crouch moving: .2 to 0.1
Aimed accuracy, stand moving: .3 to .15
Added Velocity Ammunition

no it's there dude :)

almalino
2013-05-02, 08:53 AM
Increased the maximum look angle of infantry when looking down.


Good, more freedom to Infiltrators sniping from vertical hills above :)

DirtyBird
2013-05-02, 09:04 AM
Haha if I had internet wifi outside of my house I would've beaten him to it xD
Its all in the formatting. :D

camycamera
2013-05-02, 09:05 AM
WURDS WURDS WURDS WURDS WURDS.

and it seems they have nerfed the bouncing betties over at nc and vs scum by adding lights. that's better.

almalino
2013-05-02, 09:11 AM
WURDS WURDS WURDS WURDS WURDS.

and it seems they have nerfed the bouncing betties over at nc and vs scum by adding lights. that's better.

Do not celebrate too early. We will be dropping Betties on TR heads. Muahahaha... and the betties lights will be the light of death for TR soldier.

On a side note can we use Betties as a flashlight at night? :)

DirtyBird
2013-05-02, 09:16 AM
The bettys ring of lights are very bright and pulsating, you'd have to have your eyes closed to step on one.
Look like they sit higher as well.

almalino
2013-05-02, 09:20 AM
The bettys ring of lights are very bright and pulsating, you'd have to have your eyes closed to step on one.
Look like they sit higher as well.

That stupid. Mines is a one way to protect the sniping infiltrator backs. Not anymore. Sad.

Assist
2013-05-02, 09:56 AM
They're making the Serpent better? O.o

Hamma
2013-05-02, 10:00 AM
Man.. tons to digest here. Going to take a while to read it all :lol:

In the meantime - added to wiki:

http://wiki.planetside-universe.com/ps/Game_Update_8_(2013/05/02)

Thanks Dirtybird for posting.

wicky
2013-05-02, 10:03 AM
I was hoping for the battle flow improvements :( also I can't see any mention of fixing the warp button but sure I saw it somewhere today

wasdie
2013-05-02, 10:06 AM
Wow they weren't kidding when they say every gun got a small change. They have been extremely busy.

wasdie
2013-05-02, 10:09 AM
I was hoping for the battle flow improvements :( also I can't see any mention of fixing the warp button but sure I saw it somewhere today

They probably won't be doing that until all 3 continents are done. Would make no sense for just indar.

I think they are getting close to finishing Indar. Essamir and Amerish should take a lot less time.

Shogun
2013-05-02, 10:10 AM
more visible mines is ok, but bright pulsating flashlights on mines is stupid.

so in the future we develop weapons with warning lights, so nobody gets hurt by them? RLY? (where is our nc duct tape to cover the light with?)

combat deployables were such a great part of ps1. in ps2 they are a very bad joke!

mines with bright warning lights and only a few deployable at once;

mana turrets that don´t have autofire and are not even mannable by someone else than the owner;

c4 that is not throwable and deconstructs when owner respawns.

why? playing a combat engineer in ps1 was way more fun that it is now.

Phantomdestiny
2013-05-02, 10:21 AM
TR claymore were a joke compared to the NC and VS mines. so they choose to make all of them glow instead of just one.

Shogun
2013-05-02, 10:27 AM
TR claymore were a joke compared to the NC and VS mines. so they choose to make all of them glow instead of just one.

i know, and it´s the totally wrong direction!
if one factions mine is broken, why break the other factions mines as well?
how about repairing the one broken minetype instead?

ThatGoatGuy
2013-05-02, 10:33 AM
i know, and it´s the totally wrong direction!
if one factions mine is broken, why break the other factions mines as well?
how about repairing the one broken minetype instead?

I agree. There is no purpose for any of the mines now. AT mines are the size of fucking pizza boxes. Now we get to throw do disco balls as AP mines...

almalino
2013-05-02, 11:03 AM
I agree. There is no purpose for any of the mines now. AT mines are the size of fucking pizza boxes. Now we get to throw do disco balls as AP mines...

It would be nice to have a picture or a video of those new shiny disco balls here. I will play PS2 only tomorrow evening but want to be disappointing already today :)

Also, what if I run at night with disco ball in hands at night. does it glow revealing my position? Like "Aim at me" icon kind of.

Snydenthur
2013-05-02, 12:03 PM
Damn. I really wonder how much they test these patches. Now there are fps drops, seems to be quite common problem, so not only me that's having them.

Hotfix incoming tomorrow?

Sardus
2013-05-02, 12:08 PM
Forward grip changes looks like it helped the CARV a lot? I'll have to try when I get home.

SolLeks
2013-05-02, 12:15 PM
I think even less people will be using air now, hopefully I am wrong but we will see.

Hamma
2013-05-02, 12:25 PM
TR claymore were a joke compared to the NC and VS mines. so they choose to make all of them glow instead of just one.

i know, and it´s the totally wrong direction!
if one factions mine is broken, why break the other factions mines as well?
how about repairing the one broken minetype instead?

I don't get this whole thing either, I'd prefer they gave the TR a similar styled mine as NC/VS rather than put massive LOOK AT ME lights on every single mine.

moosepoop
2013-05-02, 12:27 PM
im happy with the mine changes. now theyre more like deterrents like in ps1.

Sardus
2013-05-02, 12:28 PM
I don't get this whole thing either, I'd prefer they gave the TR a similar styled mine as NC/VS rather than put massive LOOK AT ME lights on every single mine.

Well it forces people to hide them around corners. Which is kinda the way it should be. Unfortunately it still doesn't stop the vanu or nc from tossing their frisbee mine into a crowded hallway though, LOL.

EVILPIG
2013-05-02, 12:29 PM
I don't get this whole thing either, I'd prefer they gave the TR a similar styled mine as NC/VS rather than put massive LOOK AT ME lights on every single mine.

If enemies cannot see the lasers on claymores, why add glowies to the other mines?

Sardus
2013-05-02, 12:30 PM
If enemies cannot see the lasers on claymores, why add glowies to the other mines?

Because claymore is directional and the other two are not and the kill range is the same >.>

And the other two can be tossed in combat, where the claymore has to be somewhat carefully placed.

Also, the claymore sticks out from the ground like a brick where the other two are flat.

I think everyone agreed that there had to be some sort of disadvantage to the betty and the frisbee mine, or some sort of buff to the claymore to bring it on the same level. Looks like they chose the prior.

Shogun
2013-05-02, 01:13 PM
oh so the fucking laser on tr mines isn´t even visible to enemies?

so this is just another case of nerfing the enemy because of excessive tr whining? great!

what was wrong with the ps1 mines? why do we have to get all new minetypes that seem to be designed to take out the fun and usefulness?
screw empire specific stuff and just give us the all time game classics as common pool:
the dukenukem pipebomb, the halflife lasermine and the ps1 mines.

Shogun
2013-05-02, 01:13 PM
sorry, strange doublepost.

ChipMHazard
2013-05-02, 01:16 PM
I don't get this whole thing either, I'd prefer they gave the TR a similar styled mine as NC/VS rather than put massive LOOK AT ME lights on every single mine.

Just a good example of SOE not wanting to change a design choice. I'm guessing that if this change doesn't work out then they might be more open to making a new model.

Ruffdog
2013-05-02, 01:33 PM
oh so the fucking laser on tr mines isn´t even visible to enemies?


I cant get a consistent answer to this. Some insist they can, some say they cannot.


so this is just another case of nerfing the enemy because of excessive tr whining? great!


They should have made ours better. Youve had invisi-mines for 6 months and we have not. Its the one justified whine topic okay? Everything else is adaptable, unlike what the clown in the May 4th strike thread says.

SolLeks
2013-05-02, 01:37 PM
When the mines are not sunk into the ground, I know I have seen green lasers coming from TR mines.

EVILPIG
2013-05-02, 01:38 PM
Because claymore is directional and the other two are not and the kill range is the same >.>

And the other two can be tossed in combat, where the claymore has to be somewhat carefully placed.

Also, the claymore sticks out from the ground like a brick where the other two are flat.

I think everyone agreed that there had to be some sort of disadvantage to the betty and the frisbee mine, or some sort of buff to the claymore to bring it on the same level. Looks like they chose the prior.

I have not personally tested this, but my understanding from others is that the detection cone of the Claymore was longer than the proximity mines'. Also, does a claymore blast start at the center point straight out? Or does it have a bit of back-blast? Finally, can enemies see the lights on the VS and NC mines?

Sardus
2013-05-02, 01:50 PM
I have not personally tested this, but my understanding from others is that the detection cone of the Claymore was longer than the proximity mines'. Also, does a claymore blast start at the center point straight out? Or does it have a bit of back-blast? Finally, can enemies see the lights on the VS and NC mines?

The problem with the claymore is that the kill range is farther (the blast) but the actually detection range (how close before it blows) is the same as the other empires.

So it only blows up when you come within the same distance as the other empire mines. The extra kill range, doesn't really matter as much. Since the cone is really tight at this detection range (NO backblast at all, and initial cone seems to be a bit smaller than what the lasers show), it's also easy to run past it without getting hit. Placing the thing so people are running straight at the thing when they come into a room, or at an acute angle aiming at their vector of movement (also known as aiming for their ass) as they enter the room, is the only way to use it. There is a slight delay before it blows, so you want to try to maximize the change that they are in the wide part of the cone when it goes off. Trying to get a 90 degree kill around a corner is a crap shoot of whether or not it will work at close range.

Ironically, the claymore seems to more often kill the SECOND guy to come through the door because of the bigger range of the explosion and the wider cone at that location. Leaving the first guy to think "oops, did I just trigger a mine?" LOL :)

If the stars align, if the mine triggers, it is facing the right direction, the ground level (as different elevations make it bug out), and if there are a bunch of enemies in the cone, it will do some justice. But to be honest, it is way easier to just run in with a vanu frisbee mine, chuck it, and haul ass, and watch it cut people down, as it doesn't matter what direction it is facing.. if you are in the radius, you are either dead or dying.

Hamma
2013-05-02, 01:54 PM
I'm fairly certain everyone could see the lasers before.

Striker KOJ
2013-05-02, 02:03 PM
I'm fairly certain everyone could see the lasers before.

Assuming they rendered properly (along with all of the other things that randomly don't render for various reasons), yeah they did.

Silly change, and I think it was oposite of the direction they should have gone with. TR mines should have been brought up to par with the other factions, not the other way around.

If there are issues with he directional explosion, then change the explosion to be onmi-directional (like the other factions). If there are issues with the lasers being visible, then remove the lasers (like the other factions). If the issue is with the shape, then modify the shape to be (like the other factions).

This whole game feels like some sort of reverse arms-race. Which faction can take the most steps backwards in technology the fastest...

Sardus
2013-05-02, 02:04 PM
A lot of people complain about the claymore because they are not sure how to use it.

If you use it correctly and it doesn't bug out, the thing can actually be a pretty sneaky show stopper.

in my opnion all empires should get a claymore and an omni mine. The claymore should be stronger, but harder to use, as it kinda is suppose to be. The omni more universal, but not as lethal. That'd be pretty cool.

Falcon_br
2013-05-02, 02:08 PM
I cant get a consistent answer to this. Some insist they can, some say they cannot.



They should have made ours better. Youve had invisi-mines for 6 months and we have not. Its the one justified whine topic okay? Everything else is adaptable, unlike what the clown in the May 4th strike thread says.

First, everyone can see the lasers, who says he can´t is a fucking liar that don´t want the game to have balance.
Second the suggestion of placing lasers on everyone mines so they will know how bad it is to use a claymore came from the Clown here, and he couldn´t be more happy.

I have not personally tested this, but my understanding from others is that the detection cone of the Claymore was longer than the proximity mines'. Also, does a claymore blast start at the center point straight out? Or does it have a bit of back-blast? Finally, can enemies see the lights on the VS and NC mines?

The claymore used to have longer detection range, but it was nerfed so it no longer can cover half of a door! Same detection range now then the other mines, in one direction only.
They claymore don´t have back blast, already tested it a lot to confirm it.


Now my option on TR weapons change:
TR SABR-13
With the decrease of the first show recoil, now you will be able to hit 2 shots on the same target, as I explained here before, unless you were very close to the enemy, it would be impossible to hit both of them. I just hope it will be that way, because they changed the foregrip and compensator, so I will field test it ASAP.
TR T5 AMC
Finally it will be better them the NS-11c for long range engagements! The first shot recoil smaller on the NS-11c always made it better them the T5, even with the T5 having adv fore grip and the NS-11c only standart fore grip.
Lynx and Jaguar got Increased recoil, so they will no longer be the best TR weapons for any range, I really don´t think the jaguar got really nerfed, maybe it is still be more versatile TR carbine, like as I said, need to field test it, already got auraxium with the lynx, but additional horizontal recoil will make it hard to use, because the vertical and horizontal recoil were the same, so it was really easy to compensate it.
The Hailstorm is still much better them the Armistice, I had hope they would decrease the reload time much more!
TR M3 Pounder HEG it could be used to kill tanks in melee range with some degree of sucess, the new one it is to kill tanks in long range, so I understand the changes, but you could use the Pounder to do some damage to infantry, not to kill them, but you could get lots of assists, now it looks like completely ineffective against infantry.

PS: Some weapons got equip time on the milliseconds, if you see 900 or 1200 in equip time, means 0,9 and 1,2 seconds.

Dragonskin
2013-05-02, 02:28 PM
Posted this in another thread, but in case anyone wanted to see proof here is the post again.

http://www.twitch.tv/zethiann/b/395942419

Ok, well found proof that people that say they can see the beams are not crazy. Watching streams today at work and came across this... So at the 18:50 mark he walks up to A point in a tower and clearly visible as day.. 2 green beams.... He plays NC and on ultra settings.

Watch the recorded twitch stream if you want to see how visible the TR claymores can be. Personally I have rarely ever seen them this visible.. but now that I am running close to Ultra I do see them more often.

CraazyCanuck
2013-05-02, 02:51 PM
Is the Ogre armour strictly cosmetic as well?

EVILPIG
2013-05-02, 03:00 PM
Posted this in another thread, but in case anyone wanted to see proof here is the post again.



Watch the recorded twitch stream if you want to see how visible the TR claymores can be. Personally I have rarely ever seen them this visible.. but now that I am running close to Ultra I do see them more often.

I don't see them either. Kind of lame that it depends on your ability to render. The beams should only be visible to the engy placing them so that they can see the effective cone. Having unique mine types for each empire can be balanced.

Claymore - Longest detection range, in a cone. Blast matches cone and it has a small blast radius all the way around it.

Proximity Mine - Medium detection range, even radius around mine. (I would personally make VS Plasma and they burn (DoT).

Bouncing Betty - Should use trip wire, but not feasible. Should have shortest detection radius and actually functions like Bouncing Betty (Pops into air and blast is centered from that point).

This gives us different functions. Claymores are directional and have longest range. Great for corridors. Proximity Mines have largest detection area and hence, are easiest to catch targets in, but would be least damaging. Bouncing Betty's would need to be placed well to catch targets, but once detonated would do most damage.

Claymore - Longest Range - Medium Damage.

Proximity - Largest Detection Area, largest blast area - burn damage.

Betty - Smallest Detection Area - Most damage.

Kroova
2013-05-02, 03:15 PM
oh so the fucking laser on tr mines isn´t even visible to enemies?


I've had VS infiltrators tell me that they spotted Claymores thanks to the lasers (though they are not as visible on low settings).

Claymores were a joke: highly-visible suitcases w/ green lasers.

SOE could have made them shorter and removed the lights. Instead they decided to nerf everyone's prox mines. *slow clap*

Whiteagle
2013-05-02, 03:39 PM
On a side note can we use Betties as a flashlight at night? :)
I think you've just solved two issues at once!
Instead of Lumifiber-effects and Laser-beam tripwires, all mines should generate a flashlight-like cone of light!
That way Flashlights now have a secondary use; faking out Enemies with the possibility of proximity explosives!

ChipMHazard
2013-05-02, 04:46 PM
Seems like the patch might have introduced some performance issues... Then again it wouldn't be a game update without it.

Twasta
2013-05-02, 05:02 PM
Also, the Harraser's engine sound isn't rendered in stereo, meaning that you cant tell from where the damn things are approaching until they are either spotted or right on top of you.

Snydenthur
2013-05-02, 05:16 PM
Seems like the patch might have introduced some performance issues... Then again it wouldn't be a game update without it.

Yes, fps drops are bad. And I did notice, that general performance was down too. About 5-10 fps lower at largest battles. And hitching is a bit worse making aiming a bit harder again at those larger battles.

Also, something is wrong with physics. Esf are flying very weirdly. And magrider has a same kind of behavior, but since it can't fly, it has much more modest effect. You can't see this happening to yourself, but your opponent sees it and you'll see everyone "doing" it.

Falcon_br
2013-05-02, 06:26 PM
Ok, I field tested the weapons.
TR SABR-13
Yeah, now you can really hit both shots on the same target at almost all engagement distances!
And guess what, aim at the chest and the second shot will probably hit the head!

TR T5 AMC
Much better now, you can hit all the shots you need to kill a target without stop firing, like it was with the NS-11c, didn´t test the NS-11c, but I think both will be the same.

Comparing status on both SMG, the hailstorm still reload faster! WTF!?!?!?!

The standard target, get behind a tank and hit it with a rocket, no longer works! Need to use c-4 all the time now that you are behind a tank.

KaskaMatej
2013-05-02, 07:22 PM
Also, something is wrong with physics. Esf are flying very weirdly. And magrider has a same kind of behavior, but since it can't fly, it has much more modest effect. You can't see this happening to yourself, but your opponent sees it and you'll see everyone "doing" it.

Aye, Maggie really bounces, stutters and sways all over the place, especially on uneven terrain. Pretty annoying if you're a gunner in a moving Magrider.

DirtyBird
2013-05-02, 08:13 PM
The two not glowing are not mine, the other is.
I have nfi why the other two are not pulsating that white glow like mine is.
Are they on a timer?
https://dl.dropboxusercontent.com/u/62192273/betty%20glow.jpg

Falcon_br
2013-05-02, 08:33 PM
Is the Ogre armour strictly cosmetic as well?

Yes, it is, but depending of the camouflage, it can look great!

http://cloud-2.steampowered.com/ugc/882981174597019382/DF65D349668FF051D508EA72480D1908C5B4ED5C/

DirtyBird
2013-05-02, 09:12 PM
Only just noticed the option to "Show Faction Colored Hotspots" in the General Settings.
I dont know if it was this patch that came out but its a winner.

(Shows hotspots on the map screen by dominating faction color. Default:Off)

camycamera
2013-05-02, 10:17 PM
oh good, the patch was out yesterday. i thought it was today so i thought i wouldn't be able to play... but now i can allllll night :D

anyone know how big the patch was (gb/mb?)? always good to know for some people. i bet it is 1.5gb max, because the patch mostly consists of weapon tweaks which are nothing more than a few lines of code.

DirtyBird
2013-05-02, 10:57 PM
oh good, the patch was out yesterday. i thought it was today so i thought i wouldn't be able to play... but now i can allllll night :D

anyone know how big the patch was (gb/mb?)? always good to know for some people. i bet it is 1.5gb max, because the patch mostly consists of weapon tweaks which are nothing more than a few lines of code.
380mb'ish

Kiten
2013-05-03, 12:46 AM
Pretty good patch. The obligatory hotfix is already underway, too, so we can take care of those missing ESF fuel tanks :)

I am really confused about the Polaris LMG now that the patch has hit us. It actually works in CqC now if given the Advanced Laser Sight (and Low-Point Ammunition!); but it also has access to an Advanced Foregrip, and has ridiculously low recoil already. The hip and ads stats are the same as the Pulsar LSW and the SVA-88...

Speaking of which. The Pulsar LSW is suddenly a close quarters LMG, and the SVA-88 pertains its versatile status from before GU08. It's quite... Surprising.

I also hear from my friend he's really liking the Eidolon now. Anybody can give feedback on that line of rifles now that the patch is here?

Falcon_br
2013-05-03, 01:05 AM
"People complained about the power of the AV mana turret and the power of the NC MAX. So the devs gave a miniature AV mana turret to the NC MAX. Is this an act of trolling or something?"

Best quote ever!
But I really don't care, the fracture is awesome!

Also, I can no longer see the spinning drop pod, it was cool the first time, maybe until the third.
Now I just want to vomit!
In my platoon today I was leading the Charlie squad on Indar, and the people spawning rate on spawn beacon just decreased a lot, even in an outfit squad!

Chewy
2013-05-03, 02:42 AM
Yes, it is, but depending of the camouflage, it can look great!

http://cloud-2.steampowered.com/ugc/882981174597019382/DF65D349668FF051D508EA72480D1908C5B4ED5C/

Ogre armor isn't bad but I like the old composite. More badass in my opinion.

Ogre looks like, well, an ogre. A big hulking mass of muscle. A fat bodybuilder or in shape sumo wrestler.
http://img15.hostingpics.net/pics/218311Armor1.jpg


Composite looks like something not to fuck with. A thing that looks as if it can rip you apart.
http://i.imgur.com/Jz1KU.jpg

almalino
2013-05-03, 03:08 AM
https://dl.dropboxusercontent.com/u/62192273/betty%20glow.jpg

Reminds me:
http://media-cache-ec6.pinterest.com/192x/6d/d9/07/6dd907d682f83cc5b04c548bd20864df.jpg

DirtyBird
2013-05-04, 10:53 PM
Anyone work out how to get Auto Resupply working?

Apparently in this GU it is working.
As per GU08:
The auto resupply function will now attempt to purchase up to the max equip count for an item based on available resources.

Or when they "attempt" they mean it might work randomly like the recon darts?
I've had the recon darts fail 50% of the time but had zero success with auto resupply and I have plenty of resources.

Falcon_br
2013-05-05, 12:54 AM
I really don´t relay on the auto-resupply, but it is always on in all items I have.
But one day I was doing a claymore bombardment on jaeger crossing, tossing a lots of claymores on the enemy zerg from the top of the tower, and I run out of mines.
So I discovery when you resupply and your auto resupply is turned on, you will spend infantry resources during your resupply processes.
It is still all turned on, if it is auto resupplying the items to the maximum, it only happens after it reaches 750 infantry resources, last event I won, I was inside a bio lab and my infantry resources pop up to 750 and my anti tank mines were not even close to the maximum, so I really doubt it is working in any way.

Fenrys
2013-05-06, 01:11 PM
GU8 has been really bad for the game.

Inducing nausea is one of the most effective punishments avilable to a Behaviorist.

Every time someone uses a drop pod or guns/rides in a vehicle, it lowers the probability they will ever log in again.

Hamma
2013-05-06, 02:06 PM
I think that's a bit much, that one feature doesn't make the rest of the update mute. However, I do think the drop pod thing is dumb.

Fenrys
2013-05-06, 02:16 PM
Harassers are fun, small arms needed a looking at, and I appreciate the AV MAX buff. Good changes there.

But actively training people to not play the game is an existential problem.

Ruffdog
2013-05-06, 02:20 PM
Dear God....the spinning drop pods!



Devs please make it stop

Hamma
2013-05-06, 03:01 PM
I totally agree that lack of any real training is a problem in this game.

BlaxicanX
2013-05-06, 03:10 PM
The lack of a tutorial or legend is pretty ass, yeah.

I've accumulated about 7 days in this game, and I still have no fucking idea what half the symbols on the map represent. lol

Fenrys
2013-05-06, 04:34 PM
"Training" in the sense of "this is what you should be doing" isn't what I'm talking about.

Behavioral training - like telling a dog to sit, then giving them a bone when they do or spraying them with water when they don't. Replace the water bottle with an electrode surgically implanted into an area of that dog's brain that would cause nausea when stimulated.

Inducing nausea in response to a behavior is one of the most efficient and effective methods of reducing instances of that behavior.

If you give a rat a lever that sometimes produces a food pellet at random intervals, they'll push that lever until they die from exhaustion. Hit that same rat with radiation after they've eaten their 1,000'th pellet, and they'll become nauseous and stop pushing the lever after only 1 or 2 more pellets.

Planetside is training it's players to avoid playing Planetside by making them nauseous.

*edit*
When I loaded up the game today, there was a 40MB patch, and then a 2nd 10MB patch after crashing. It's much easier to ride in vehicles now.

wasdie
2013-05-06, 04:39 PM
I know this game needs more in-game training. I tried to explain how to capture territory to somebody yesterday who was completely foreign to the whole capture point(battlefield style) gameplay mechanics. It was a nightmare when I had to throw in what generators do, what teleporters are for, what the SCU is, how terminals and turrets can be hacked or destroyed, how an AMS can still spawn soldiers within a base who's SCU has been destroyed...

Man this is one complicated game if you think about it from the perspective of somebody who has never played Planetside 1 and isn't familiar with Battlefield. It's even worse when trying to explain you can level up your character, save custom loadouts, level up vehicles and all of that crap.