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Hamma
2013-07-13, 01:11 AM
Public test notes! It's a long one!
Test Patch Notes

General Updates
Implants!
…are totally in a half-implemented state on test. You can see some stuff in the UI, but it isn’t all there, so it’s broken and not ready for testing yet. Sorry. We’ll hopefully get that sorted early next week.

Environment Updates
Esamir Lattice
The lattice system already in use on Indar is now active on Esamir.

Facility Capture Time Tuning

All Amps and Tech on Indar/Amerish cap in 7 minutes instead of 10
Biolabs on both continents will cap in 7 minutes if you own the majority of the cap points (2/3 or 3/4). If you own all CPs, it will cap much faster

Infantry Updates
Weapon Tuning
M20 Basilisk

Damage fall off now begins at 75 meters instead of 50 meters
Minimum damage increased from 175 to 200
Minimum damage range increased from 100 to 200

M20 Drake

Damage fall off now begins at 150 meters instead of 100 meters
Minimum damage increased from 175 to 200

Certification Tuning
All classes other than HA and MAX should now have the following costs on the Ammunition Belt cert lines across all factions:

Rank 1: 1 CP
Rank 2: 10 CP
Rank 3: 100 CP
Rank 4: 1000 CP

Heavy Assault should have the following costs on the Ammunition Belt cert lines across all factions:

Rank 1: 50 CP
Rank 2: 500 CP

Advanced Shield Capacitor has been improved:

Rank 1: Damage recharge delay reduction changed from .5 to .8 seconds
Rank 2: Damage recharge delay reduction changed from 1 to 1.6 seconds
Rank 3: Damage recharge delay reduction changed from 1.5 to 2.4 seconds
Rank 4: Damage recharge delay reduction changed from 2 to 3.2 seconds
Rank 5: Damage recharge delay reduction changed from 2.5 to 4 seconds

UI Updates
Added More Unique Spot Icons
Added new spot icons for the following:

AV Turret (both facility and Engineer deployed)
AI Turret (both facility and Engineer deployed)
Facility AA Turret
All vehicles use their mini-map icon
Tank Mines

HUD Indicator Pass

Destroyed vehicles and turrets now remove their indicators
Empty ally vehicles will now show an indicator if you target them
Platoon members no longer show all names and extra info for up to 70 meters

Range-wise, they’re now treated like other allies
Squad mates still show as before with no range limit

Medics will now see the "needs heal" indicator when an ally is at less than or equal to 50% HP
Spotting while zoomed should no longer be harder to do than spotting from the hip
Dead squad members will now show the dead icon no matter how far away they are

Vehicle ESF Updates
Still some things in progress, but here’s what has made it to test so far:

Default cannons have been re-tuned. Some adjustments have been done to the empire specific characteristics and some are across the board.

New Descriptions:

“The Saron Laser Cannon is the standard air superiority nose cannon for the VS Scythe. Its specialized rounds can be reloaded quickly and travel faster than standard rounds.”
“The M20 Mustang is the standard air superiority nose cannon for the NC Reaver. Its high caliber rounds allow it to do more damage up close and at range.”
“The M18 Needler is the standard air superiority nose cannon for the TR Mosquito. Its small caliber rounds allow it to sustain fire for longer and at a higher fire rate.”

Fire rates have been slowed
Mosquito retains the fastest fire rate.

Saron Laser Cannon: Fire Rate reduced from 82 to 85
M20 Mustang: Fire Rate remains at 90
M18 Needler: Fire Rate reduced from 75 to 80

Magazine sizes increased
The sustained fire of these cannons should be longer than before. The Needler gains a larger clip and can sustain fire the longest.

Saron Laser Cannon:

Magazine size increased from 50 to 60
Magazine Size certifications reduced from 6/9/12/15 to 2/5/7/10
Ammo Capacity Increased from 600 to 720
Ammo Capacity certifications remains 60 per rank

M20 Mustang:

Magazine size increased from 50 to 55
Magazine Size certifications reduced from 6/9/12/15 to 2/5/7/10
Ammo Capacity Increased from 600 to 660
Ammo Capacity certifications reduced from 60 per rank to 55 per rank.

M18 Needler:

Magazine size increased from 50 to 75
Magazine Size certifications reduced from 6/9/12/15 to 2/5/7/10
Ammo Capacity Increased from 600 to 900
Ammo Capacity certifications increased from 60 per rank to 75 per rank.

Damage has been adjusted
This is to offset the fire rate reduction and to make the TTKs more even. Reaver retains the highest damage but also kills slightly faster.

Saron Laser Cannon: Max damage increased from 325 to 375
M20 Mustang: Max damage increased from 400 to 420
M18 Needler: Max damage increased from 300 to 375

Damage fall-off has been added.
Fall off for the Reaver starts at a farther range.

Saron Laser Cannon

Inflicts maximum damage up to 200 meters
Minimum damage inflicted beyond 325 meters
Minimum damage is 255

M20 Mustang

Inflicts maximum damage up to 225 meters
Minimum damage inflicted beyond 350 meters
Minimum damage is 290

M18 Needler

Inflicts maximum damage up to 200 meters
Minimum damage inflicted beyond 325 meters
Minimum damage is 245

Cone of Fire has been normalized to 0.3 degrees:

Saron Laser Cannon: CoF reduced from 0.4 to 0.3 degrees
M20 Mustang: CoF remains 0.3 degrees
M18 Needler: CoF remains 0.3 degrees

Time to reload reduced on the Scythe.

Saron Laser Cannon: Reload speed reduced from 2.5 seconds to 2 seconds
M20 Mustang: Reload speed remains at 2.5 seconds
M18 Needler: Reload speed remains at 2.5 seconds

Projectile speed has increased for the Saron, but remains the same for Mustang and Needler:

Saron Laser Cannon: Projectile speed increased from 600 mps to 800 mps
M20 Mustang: Projectile speed remains at 750 mps
M18 Needler: Projectile speed remains at 750 mps

Rotary cannons have been re-tuned
Some adjustments have been done to the empire specific characteristics and some are across the board.

New Descriptions:

“The Hailstorm is a high damage, close range cannon that can unload rounds quickly. Its specialized rounds can be reloaded quickly and travel faster than standard rounds. VS use only.”
“The Vortek Rotary is a high damage, close range cannon that can unload rounds quickly. Its high caliber rounds allow it to do more damage up close and at range. NC use only.”
“The M18 Rotary is a high damage, close range cannon that can unload rounds quickly. Its small caliber rounds allow it to sustain fire for longer and at a higher fire rate. TR use only.”

Fire rates have been slowed across the board.
Damage increased so TTK remains near the same.

Hailstorm Turbo Laser: Fire Rate reduced from 50 to 70
Vortek Rotary: Fire Rate reduced from 60 to 80
M18 Rotary: Fire Rate reduced from 40 to 60
Hailstorm Turbo Laser: Damage increased from 308 to 360
Vortek Rotary: Damage increased from 388 to 500
M18 Rotary: Damage increased from 237 to 315

Magazine sizes were adjusted
To make the ‘Time Until Dry’ near the same duration. Mosquito retains the fastest fire rate and gains an advantage of a slightly larger magazine.

Hailstorm Turbo Laser:

Magazine size reduced from 40 to 35
Amount per certification rank adjusted from 2/5/7/10 to 3/5/8/10

Vortek Rotary:

Magazine size reduced from 35 to 25
Amount per certification rank adjusted from 2/5/7/10 to 2/4/6/8

M18 Rotary:

Magazine size remains at 50 rounds
Amount per certification rank adjusted from 2/5/7/10 to 3/3/3/3

Damage fall-off has been added.
Fall off for the Reaver starts at a farther range.

Hailstorm Turbo Laser

Inflicts maximum damage up to 125 meters
Minimum damage inflicted beyond 250 meters
Minimum damage is 300

Vortek Rotary

Inflicts maximum damage up to 150 meters
Minimum damage inflicted beyond 275 meters
Minimum damage is 425

M18 Rotary

Inflicts maximum damage up to 125 meters
Minimum damage inflicted beyond 250 meters
Minimum damage is 270

Reload speeds adjusted to be empire specific.
The Hailstorm has the quickest reload.

Hailstorm Turbo Laser: Time required to reload increased from 1.5 seconds to 1.75 seconds
Vortek Rotary: Time required to reload increased from 1.5 seconds to 2 seconds
M18 Rotary: Time required to reload increased from 1.5 seconds to 2.25 seconds

Projectile speed has been increased for the Hailstorm, to give it an empire distinction, but remains the same for Vortek and M18:

Hailstorm Turbo Laser: Projectile speed increased from 550 mps to 700 mps
Vortek Rotary: Projectile speed remains at 650 mps
M18 Rotary: Projectile speed remains at 650 mps

Ammo Capacity
Hailstorm Turbo Laser:

Ammo Capacity changed from 400 to 350
Amount granted by certifications reduced from 40 to 35 per rank

Vortek Rotary:

Ammo Capacity changed from 350 to 250
Amount granted by certifications reduced from 35 to 25 per rank

M18 Rotary:

Ammo Capacity remains the same at 500 rounds
Amount granted by certifications remains the same at 50 per rank

Improved Respawn Logic
Updated facility respawn options to be the following:

All friendly facilities within one lattice-link to the region the player died/redeployed.

This includes the current region if it is friendly.
If there are multiple friendly linked facilities then the player can respawn at any of them.

Nearest Small outpost by lattice-links, if not already satisfied by #1.
Nearest Large outpost by lattice-links, if not already satisfied by #1
Nearest Named Facility (Tech plant, Bio lab, Amp Station) by lattice-links, if not already satisfied by #1
Warpgate

The above is in addition to any reinforcements needed, Sunderers, and squad spawn options that may be available.

These changes should allow players to always fall back to any linked friendly facility. It also allows players who have multiple access points to a region to respawn at any of those access points. Example: A faction that is attacking Regent Rock Garrison and owns both Xenotech Labs and Scarred Mesa Skydock will be allowed to respawn at either facility if they die at Regent Rock.

VS Audio Overhaul
VS Infantry Weapon fire audio was redone based on community and internal feedback. This includes audio for the Assault Rifle, Carbine, LMG, Sniper Rifle, Pistol, Rocket Launcher and Lasher, as well as suppressed variants for each weapon type.

Bug Fixes

1st person MCG anims no longer pop while in ADS and moving around
1st person firing animations should now function correctly if you pause firing while moving
Fixed a problem that caused C4 explosion audio not to play for the first explosion of a new game session
Players in the rumble seat of the Harasser or Flash will no longer display running animations to remote clients
Knifing while crouching will no longer make the player model stand up in 3rd person
Characters should no longer twitch when switching fire modes with the Jackhammer
Fixed an incorrect reload animation for the T5 AMC
Corrected incorrect footstep audio playing for all surfaces
Sparkler ornaments no longer lack color on low and medium graphics settings
Red dot scopes no longer reset their position on the rail when resupplying

Other Stuff

Did an FX pass on the new tutorial areas added with GU12
The low graphic settings cloak effect is now less grey and more transparent
Enemy explosives can now be spotted
Adjusted the pitch angle on several of the Harasser weapons so that the player could aim lower to the ground.
Moving diagonally with Jumpjets/Drifter Jumpjets will no longer exceed the intended movement speed

Chewy
2013-07-13, 01:47 AM
Now we wait to see how much of that even makes it to live.

Did spot something though.

Fire rates have been slowed
Mosquito retains the fastest fire rate.

Saron Laser Cannon: Fire Rate reduced from 82 to 85
M20 Mustang: Fire Rate remains at 90
M18 Needler: Fire Rate reduced from 75 to 80


Um, does that go by the biggest or smallest number = fastest fire rate? Because it looks as if the Mossy is dead last unless that is in Xms = re-fire time.

Mastachief
2013-07-13, 05:17 AM
Shorter cap time, uggh once again pandering to the whiners. The cap time right now allow for resecures and zergs to regroup and try to take some thing back. 7minutes or less is no good at all.

ringring
2013-07-13, 05:38 AM
Shorter cap time, uggh once again pandering to the whiners. The cap time right now allow for resecures and zergs to regroup and try to take some thing back. 7minutes or less is no good at all.

I agree. Cap times should be designed to allow resecure battles to occur.

PredatorFour
2013-07-13, 06:34 AM
Very interested to see how the turbo laser comes out. Dunno if it will be buffed or nerfed abit. If buffed, god help the zerglings.

Kiten
2013-07-13, 10:35 AM
Can't wait to hear the new audio for VS. I've been eagerly waiting for this overhaul! Perhaps even more than gameplay-related things.

Of course, the other more game-significant changes are very interesting as well. But they do have things they want to "fix" next week, so I'm not going to explore the meatier stuff on this test update until they patch test again.

GeoGnome
2013-07-13, 12:23 PM
I'm going to bet that we don't get this PTS update until at least monday.

As to it going live, I'm going to predict that it gets pushed back next week and into the week beyond.

Dodgy Commando
2013-07-13, 12:49 PM
Now we wait to see how much of that even makes it to live.

Did spot something though.

Fire rates have been slowed
Mosquito retains the fastest fire rate.

Saron Laser Cannon: Fire Rate reduced from 82 to 85
M20 Mustang: Fire Rate remains at 90
M18 Needler: Fire Rate reduced from 75 to 80


Um, does that go by the biggest or smallest number = fastest fire rate? Because it looks as if the Mossy is dead last unless that is in Xms = re-fire time.

I'm pretty sure its still the fastest, as it waits less time before firing the next shot. Those aren't 'rounds per second' values, where higher is better.

Taking small steps on the ESF update, I juste hope the versatility of the Mustang (and other default primaries) isn't compromised. The new descriptions seem to give them the role of the current rotaries (air superiority). I purposefully chose to keep ithe Mustang, as it was pretty decent after the RoF increase a while back. Then again, specialising the ESF's could perhaps be beneficial to the game in general.

Spotting enemy explosives is a very nice addition.

fierce deity
2013-07-13, 03:40 PM
Wikified http://wiki.planetside-universe.com/ps/Test_Server_Update_%282013/07/12%29

Hamma
2013-07-13, 03:45 PM
Awesome thanks!

Was hoping to see this on test today, strange the notes came without the patch.

RedArmyLLC
2013-07-13, 04:05 PM
•Fixed an incorrect reload animation for the T5 AMC
-
-
so why did they fix that reload anim, and not the MSW-R?

fierce deity
2013-07-13, 04:46 PM
Awesome thanks!

Was hoping to see this on test today, strange the notes came without the patch.

You're Welcome!

It is strange that patch notes come without a patch. When it does come out, I'm super psyched up for the new Vanu Audio.:vsrocks:

Assist
2013-07-13, 05:06 PM
Awesome thanks!

Was hoping to see this on test today, strange the notes came without the patch.

Patch isn't included? :( And I still have a 6000 mb d/l for the test! :|

Ruffdog
2013-07-13, 05:16 PM
Sadly no Esamir lattice as promised as yet


http://i209.photobucket.com/albums/bb78/Rufffdog/PlanetSide22013-07-13yunolattice_zps18436b84.jpg

SternLX
2013-07-13, 09:03 PM
Man.. I just rushed home from work(yes I work every Saturday) thinking yay I can download the PTS patch since it wasn't up before I went to bed Friday night.

Only to find out "no joy" was called.

Edit: Oh and on cursory inspection, they're being rather tight lipped as to why it didn't do up.

phungus
2013-07-15, 06:46 AM
There is never anyone on Test server to test this stuff. I go there, but it's always empty.

My impression is that the fall off damage isn't enough on the rotary, the damage fall off should be much, much steeper if the goal is to make the needler more viable. I'd always be down to test this stuff and shoot things with my ESF, but as I said test is always dead, so I can't really test them.

Qwan
2013-07-15, 07:43 AM
Did any one see the new shield on the test server, I saw it yesterday :eek:. The first thing that came to mind is, you gotta be kidding right.

MrMak
2013-07-15, 08:05 AM
uh that has been there for a while now.

Qwan
2013-07-15, 12:38 PM
uh that has been there for a while now.

Im not there everynight silly geeeezzzzz

GeoGnome
2013-07-15, 02:14 PM
The update will go live on the PTS tonight, according to Luperza's tweet from about half an hour ago now.

phungus
2013-07-16, 02:52 AM
Most noteworthy thing on the test right now is how your activated shields as a heavy slows you down, it now effects your turning, so your ADS will be significantly slower with shields activated.

CrimsonTemplar
2013-07-16, 06:58 AM
The the Esamir PTS changes are out now on the Test Server. Some changes to ESFs but I'll focus on Esamir.

The lattice currently is not on Esamir but the Base/facility changes ARE. If you've been updating PTS regularly it'll be a 1.3gb download. If not it's going to be a lot more.

I like the base changes so far. However I've noticed something. You can cap points at a base, without having a link to your territory. HOWEVER, the capture timer won't start until you possess a link to your territory.

I don't know whether this a bug or feature but I do actually think it's neat. For one thing it gives Spec Ops something to do, like prep a base for capture or conduct sabotage behind enemy lines. What is more, it also means that a large won't have to sit around and wait for the base to flip anymore or at least not so much. You could leave a small force, a squad or two perhaps, to maintain the point capping while the bulk of your army moves against another base. This I believe, would certainly ease the flow of battle and fit in with the game nicely.

Ruffdog
2013-07-16, 07:26 AM
Esamir praise on official forums, it seems, with screenshots

https://forums.station.sony.com/ps2/index.php?threads/check-out-the-test-server-no-really-youll-want-to-see-esamir.141142/

Not doing my own because I'm at work

LeilaniRock
2013-07-16, 07:57 AM
Have to see the new Esamir now!! Will do an extended lunchbreak -))


Sent from my iPhone using Tapatalk

ringring
2013-07-16, 09:07 AM
I've looked at a couple of outposts. I'm generally pleased with them but of course the proof is in the pudding.

On none of the two outposts I looked at can tanks fire into the courtyards. That's good except ofc I'll have to find a new playstyle :p

I didn't see any domes.

I think the cap times are bad and are a retrograde step. I hope these don't make it to live otherwise how will base resecures be done?

Hamma
2013-07-16, 09:48 AM
I've been seeing a lot of comments on the Twitterverse around Esamir, going to have to login and check it out tonight!