View Full Version : News: Game Update 13 Released Features Esamir Update and More
Hamma
2013-07-24, 09:31 AM
http://www.planetside-universe.com/news-game-update-13-released-3051.htm
Wiki:
http://wiki.planetside-universe.com/ps/Game_Update_13_(2013/07/24)
Hamma
2013-07-24, 09:36 AM
If someone wants to format the update for forum code be my guest its quite an undertaking. :lol:
ringring
2013-07-24, 09:54 AM
The capture time reductions are bad.
Ketadine
2013-07-24, 10:07 AM
Claymore it seems will still be unidirectional, but with an increased range and a somewhat damage buff. But if "enemy explosives can now be spotted " then Claymores will underperform ... again ...
Hamma
2013-07-24, 10:08 AM
Folks are reporting that the update is not on live servers yet.
Dragonskin
2013-07-24, 10:12 AM
Claymore it seems will still be unidirectional, but with an increased range and a somewhat damage buff. But if "enemy explosives can now be spotted " then Claymores will underperform ... again ...
Probably over re-acting here. VS and NC have nerfs that should help balance this all out. Time to drop increased. Time before it can be set off increased. Activation sound and animation added.
The major perk that VS and NC had was the ability to throw these things into groups of people and blow everyone up. Both VS and NC mines were much easier to see if they were in the open when they added glowing lights to them.
Now the claymore behaves more like a claymore should. It could get kills before, but should be better now that you won't have to put it right by the doorway for it to detect enemies.
Canaris
2013-07-24, 10:16 AM
Claymore it seems will still be unidirectional, but with an increased range and a somewhat damage buff. But if "enemy explosives can now be spotted " then Claymores will underperform ... again ...
I won't mince words on this, it's total bullshit that the TR have some other flimsy design choice infantry explosive that underpreforms in all ways compared to the VS & NC one, the claymore is total garbage. Dev's I think it's been long enough coming now, scrap the clay and replace it with a boomer
http://img218.imageshack.us/img218/5967/boomersmiw9.jpg
that works just like the VS prox & NC betty, other than infuriating us what other reason could you have for giving two side decent AI mines and afflicting the TR with trash?
PredatorFour
2013-07-24, 10:17 AM
Is this the ESF update they talked about??
Shuuda
2013-07-24, 10:21 AM
Is this the ESF update they talked about??
I assume no, since they did talk about adding new ESF weapons. I believe the the ESF changes here are just the start, with more to come later on.
THIS IS PART 1 OF THE PATCHNOTES
Part 2: http://www.planetside-universe.com/showpost.php?p=938015&postcount=16
Part 3: http://www.planetside-universe.com/showpost.php?p=938015&postcount=17
All servers will come down for maintenance at 6:00 AM PDT (3:00 PM CEST) for game update 13. Downtime is anticipated to be less than 2 hours. Players may note the following changes:
GU13 Patch Notes
General Game Updates
Automated Server Recommendations
Recommended servers work well to funnel new players on to the servers that could use the extra population, but we need to make that process smarter and automated. We made some improvements in GU12, but there were still some more things that we thought would be useful to do. As such, we’ve made the following improvements to the way this works on the backend:
The recommended server surfaced at character select is now automatically chosen based on these criteria, in order:
Empire Population – favoring the server with the lowest percentage average population for the empire selected in the last 24 hours
Server Population – favoring the server with the lowest overall population for the last 24 hours per region
These changes should have no direct impact on players beyond the effects that come from providing more responsive recommendation system.
Alert Experience
Alert empire rewards are now proportional to the amount of time you participated in the alert. Only characters that participate throughout the entire duration of the alert will receive the full empire reward. This participation time is specific to individual characters (i.e. it’s not account-wide).
Improved Respawn Logic for Lattice-Enabled Continents
Updated facility respawn options to fall in line with the following:
All friendly facilities within one lattice-link to the region the player died/redeployed, including the current region.
If there are multiple friendly linked facilities then the player can respawn at any of them.
Nearest Major Facility (Tech plant, Bio lab, Amp Station) by lattice-links, if not already satisfied by #1
“Nearest” is determined by lattice link distance from the player’s current region.
The player’s faction Warpgate Facility
The above is in addition to any reinforcements needed, Sunderers, and squad spawn options that may be available. No changes have been made to those spawn options. No changes have been made to non-Lattice enabled continents.
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. All players in a region can always fall back to their nearest major facility (if they have one) as a local rally point or for access to vehicles.
Interactive Tutorial Changes
The following changes have been made to the Interactive Tutorial:
A few more seconds have been added before the Tutorial starts after entering the zone. This is to allow more time for loading and avoid situations where the tutorial skips too far ahead.
The equipment terminals have been removed from the mini-spawn room at the Redeploy step. These were unnecessary and distracted new players.
The spawn door shield has been changed to hostile and now blocks progress at the Redeploy step. This shield functions like the shooting range shield and will drop automatically when players respawn.
A teleporter has been added to the beginning of the Tutorial as a shortcut to the mini-spawn room. This teleporter only appears when players reach the Redeploy step. This is to give players who accidentally spawn at the start of the tutorial a quick way back to the mini-spawn room. If this occurs the tutorial will also direct the player to that teleporter and halt further progress of the tutorial until the player returns to the mini-spawn room.
The Redeploy and Instant Action toggles can no longer be cancelled while in the Tutorial. This is to prevent accidental cancellations of instant action and redeploy if a player happens to hit it twice so they can see it is a countdown and not instantaneous.
The Generator Overload and Warpgate terminal steps now detect when a player is in a vehicle and updates the floating help to show the Exit Vehicle keybind in case the player missed how to leave the vehicle in the previous vehicle driving step.
The Warpgate Terminal floating help text has been updated to provide better instruction to the player.
The ammo depot waypoint now points to the Ammo Depot itself instead of the road in front of it.
Improved the freshness of the continent population check at the Warpgate Terminal step. This should reduce chances where players are directed to a continent with a queue. The tutorial will highlight the continent with the highest population without a queue for that player’s faction.
XP Changes with Suicides
When an enemy soldier dies from a suicide or logs out, the last player to damage the player (within 10 seconds) will be awarded the kill. This also applies to characters inside of vehicles.
New in the Depot
New Weapons
NS-7 PDW SMG: This SMG has a lower damage drop-off than all the other SMGs, allowing it to perform well at short and medium ranges. Its low recoil and very quick center speed (fastest in the class) allow those with good burst control to extend its range even further.
NC LA3 Desperado Pistol: This 2x burst pistol has a fast burst but slower overall rate of fire. The fast burst mixed with moderate damage makes this pistol a solid choice at close range, though low accuracy will limit its effectiveness at range.
TR TS2 Inquisitor: Equipped with an extended magazine by default, this pistol gives the TR a solid all-around option that has very high sustainability and damage output per magazine.
VS Cerberus: High upfront damage mixed with an above average rate of fire for that damage class makes this pistol a good choice at close range. Low accuracy will limit the pistol‘s effectiveness at range.
New Camos
Seven new camos now available, including the Grey Scales Camo in the Early Access section.
New Bundles
Our most popular camos are now bundled together at a reduced price
Get our most popular loadouts for each vehicle and infantry class with new Pro Bundles
New Vehicle Cosmetics
3 new Vehicle Decals
Glow in the Dark ESF cockpit glass decals
Hood Ornament and Decal Price Reductions
Hood Ornaments are now 50 SC, except for the FX versions which are 100 SC
Armor Decals are now either 100 SC or 300 SC
Vehicle Decals are now either 300 SC or 500 SC
Infantry Updates
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.
IFF Reticule
The hip reticule will now turn red when hovered over an enemy that is within 8 meters.
The above color change will not happen on cloaked Infiltrators.
Pistol Balance Adjustments
NS-357 Underboss
ROF increased from 200 RPM to 220 RPM
NC4 Mag-Shot
Minimum damage increased from 100 at 65 meters to 112 at 60 meters
Long reload time is now faster at 1.9 seconds, down from 2.0 seconds
Short reload time is also faster at 1.6 seconds, down from 1.7 seconds
Fixed FB variant having a slower projectile speed than the normal version
LA8 Rebel
Maximum damage range increased from 10 to 15 meters.
Minimum damage increased from 125 at 65 meters to 143 at 60 meters
Long reload time is now faster at 1.8 seconds, down from 2.0 seconds
Short reload time is also faster at 1.5 seconds, down from 1.7 seconds
TX1 Repeater
Max damage now starts scaling at 8 meters, decreased from 10 meters
Minimum damage is now reached at 50 meters, down from 60
TX2 Emperor
Maximum damage range increased from 10 to 15 meters
Minimum damage increased from 84 at 65 meters to 112 at 60 meters
Long reload time is now faster at 1.8 seconds, down from 2.0 seconds
Short reload time is also faster at 1.525 seconds, down from 1.7 seconds
Aimed accuracy loss per shot increased from 0.1 to 0.12
Hip accuracy loss per shot increased from 0.2 to 0.24
Fixed stand hip accuracy and crouch-moving hip accuracy being swapped
Projectile speed increased from 375 to 390
Beamer VS3
Stand hip accuracy improved from 1.5 to 1.0.
Crouch-moving hip accuracy reduced from 1.25 to 1.5.
Minimum damage increased from 84 at 65 meters to 100 at 60 meters
Manticore SX40
Minimum damage increased from 100 at 65 meters to 112 at 60 meters
Long reload time is now faster at 1.9 seconds, down from 2.0 seconds
Short reload time is also faster at 1.6 seconds, down from 1.7 seconds
Fixed stand hip accuracy and crouch-moving hip accuracy being swapped
Optics Alignment Pass
VS Carbine scopes used to be slightly off center to the right in iron sights. They should now be dead on.
All SMG scopes had the same issue, but to the left. Corrected these as well.
NC Mag Shot and Rebel iron sights have also seen minor corrections.
Ammunition Cert Line Adjustments
All classes other than HA and MAX should 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
Cloak Shader Changes
The low graphic settings cloak is now less grey and more transparent.
Advanced Shield Capacitor Delay
Advanced Shield Capacitor’s delay reduction improved to -4.0 seconds at max rank.
Rank 1: Recharge delay reduction increased from .5 to .8 seconds
Rank 2: Recharge delay reduction increased from 1 to 1.6 seconds
Rank 3: Recharge delay reduction increased from 1.5 to 2.4 seconds
Rank 4: Recharge delay reduction increased from 2 to 3.2 seconds
Rank 5: Recharge delay reduction increased from 2.5 to 4 seconds
Infantry Explosives
Improved explosives so they perform better against nanoweave equipped players
All faction Frag & Sticky Grenades
Increased inner max damage radius from 0.5 to 1.0 meters.
NC Bouncing Betty & VS Proximity Mine
These now animate and play audio before detonating.
Internal maximum damage radius increased from 0.5 to 2.0 meters.
Minimum damage now drops to 200 at 6.5 meters, up from 10 at 6 meters.
Activation time after being placed increased from 1.5 to 2.0 seconds.
TR Claymore
Added audio when claymores trigger.
Maximum damage increased from 1275 to 1300
Internal maximum damage radius increased from 1.5 to 3.0 meters.
Minimum damage is now 350 at 6.5 meters, up from 10 at 6 meters.
Activation time after being placed increased from 1.5 to 2.0 seconds.
NC Bouncing Betty, VS Proximity Mine, TR Claymore, & all faction Tank Mines
Throw time increased from 0.250 to 0.650 seconds.
Spotting
Enemy explosives can now be spotted.
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
Tank Mines
Bug Fixes
T7 Mini-Chaingun will no longer display 1st person animation issues when moving around while aiming down sights
Fixed a bug causing 1st person firing animations to stop if the player paused firing while moving
Fixed an exploit allowing medics to revive players that suicide for experience
Corrected an issue preventing fire mode selections from persisting through death
Red dot scopes will no longer reset position on the rail after resupplying
Fixed a bug causing the first C4 explosion of a gaming session to not play any audio
Fixed an issue causing all scopes that mention: “Hold Sprint key to steady aim” to display text errors in the tooltip
Fixed a bug causing incorrect footstep audio to play for all surfaces
Underbarrel grenade launcher projectiles should no longer penetrate spawn shields
Emperor Newt
2013-07-24, 10:31 AM
So the Vulcan now does even more damage to a Lightning in return for a few percent of health? Oh I wonder how that is going to turn out...
Hamma
2013-07-24, 10:32 AM
Phase one of the ESF update.
Hamma
2013-07-24, 10:35 AM
An official update:
Downtime starting a little bit late on this one. We're working through an issue before starting our process. Could be another hour or two.
Thanks for your understanding.
https://forums.station.sony.com/ps2/index.php?threads/server-downtime-for-game-update-13-july-24-2013-6am-pdt-3pm-cest.142483/#post-1997753
Carbon Copied
2013-07-24, 10:52 AM
Good hefty patch here! Although another lacklustre cosmetic/depot update and no server transfer token this month... yet again.
Ketadine
2013-07-24, 10:59 AM
Probably over re-acting here. VS and NC have nerfs that should help balance this all out. Time to drop increased. Time before it can be set off increased. Activation sound and animation added.
The major perk that VS and NC had was the ability to throw these things into groups of people and blow everyone up. Both VS and NC mines were much easier to see if they were in the open when they added glowing lights to them.
Now the claymore behaves more like a claymore should. It could get kills before, but should be better now that you won't have to put it right by the doorway for it to detect enemies.
"VS and NC have nerfs that should help balance this all out" ? Good one! NC and VS will still walk up to groups of people and drop mines, the only difference now is that that might get out alive doing so with the new activation tine. Also, Infantry Explosives got a buff overall in damage and in radius.
Until they remove the Claymore lasers there won't even be any semblance of balance (http://ps2-stats.com/weapon/infantrytype/explosive/all/overall).
THIS IS PART 2 OF THE PATCHNOTES
PART 1: http://www.planetside-universe.com/showpost.php?p=938005&postcount=10
PART 3: http://www.planetside-universe.com/showpost.php?p=938016&postcount=17
Vehicle Updates
Empire Specific Fighter Updates
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 732 RPM to 706 RPM
M20 Mustang: Fire Rate remains at 667 RPM
M18 Needler: Fire Rate reduced from 800 RPM to 750 RPM
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 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 340
M20 Mustang: Max damage remains at 400 (as fire rate was not changed)
M18 Needler: Max damage increased from 300 to 315
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 1200 RPM to 857 RPM
Vortek Rotary: Fire Rate reduced from 1000 RPM to 750 RPM
M18 Rotary: Fire Rate reduced from 1500 RPM to 1000 RPM
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 3/6/9/12
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
Other Vehicle 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
AP30 Shredder
Fall-off damage starting range increased from 50 to 75.
Fall-off minimum damage range increased from 150 meters to 175
G30 Vulcan
Changed to Armor Piercing Bullet Resist Type
Max Direct Damage increased from 120 to 250
Minimum Direct Damage increased from 90 to 175
This should make the Vulcan less powerful against Aircraft
This should make the Vulcan more powerful against infantry
G30 Vulcan – H
Changed to Armor Piercing Bullet Resist Type
Max Direct Damage increased from 110 to 220
Minimum Direct Damage increased from 85 to 165
This should make the Vulcan less powerful against Aircraft
This should make the Vulcan more powerful against infantry
Sunderer Changes
Sunderer resistance to armor piercing bullets increased from 70% to 75%
Harasser Tuning
Stock resistance to small arms fire reduced from 85% to 80%
Composite Armor bonus reduced from 6/12/18/24 % to 5/10/15/20%
Adjusted the pitch angle on several of the Harasser weapons so that the player could aim lower to the ground
Proximity and Scout Radar Changes
Proximity Radar
Old Description “Hostiles near the vehicle are revealed on the minimap for all vehicle occupants.”
New Description “Detects the movement of hostile soldiers near the vehicle and reveals them the mini-map for all vehicle occupants.”
Proximity Radar range increased from 20/30/40/50 to 30/35/40/50
Proximity Radar now updates every ½ second instead of 2 seconds
Proximity Radar now detects cloaked infiltrators, like the recon tool
Proximity Radar now only detects moving players, like the recon tool
Scout Radar
Old Description “Enemies near the vehicle will appear on the map of nearby allies for up to 25 meters.”
New Description: “Detects hostile enemies near the vehicle and reveals them on the mini-map for all nearby allies. The vehicle must be occupied for scout radar to function.”
Scout Radar now detects cloaked infiltrators, like the recon tool
Scout Radar now only functions if the vehicle is occupied
For the Flash version:
Scout Radar range increased from 25/50/75/100 to 40/60/80/100
Bug Fixes
The Mosquito should once again have glass in place to showcase cockpit decals
Players in the rumble seat for the Flash or Harasser will no longer appear to be playing the running animation to remote clients
AMS Sunderers should now be able to deploy in friendly No-deploy zones
A2A missile launchers stats now display “Lock-on” as their fire mode.
THIS IS PART 3 OF THE PATCHNOTES
Part 1: http://www.planetside-universe.com/showpost.php?p=938005&postcount=10
Part 2: http://www.planetside-universe.com/showpost.php?p=938005&postcount=16
UI Updates
Added Chatbox to the Fullscreen UI
We’ve added a toggle button to the upper left corner of the fullscreen UI that will bring up a re-sizable chat window.
Additional Platoon Leader Waypoints
For every additional squad in the platoon, the platoon leader will now have access to one extra waypoint:
Alpha Waypoint
Bravo Waypoint
Charlie Waypoint
Delta Waypoint
The HUD indicators are colored to match whatever color you’ve selected to represent that squad.
Improved Linking and Default Sorting in the Depot
Allows us to do cool things like:
New items can be listed at the top of categories
Sale items can be listed near the top of categories
Link to specific bundles when clicking on a billboard
Spawn/Deploy UI Usability Improvements
Added a squad spawn locations category to the deployment list
Un-squaded players will be able to autojoin a squad directly from the new squad spawn category in the Deployment list
HUD Indicator Clean Up 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
Dead squad members will now show the dead icon no matter how far away they are.
Spotting while zoomed or while in iron sights 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
Ground vehicles will only see HUD indicators for ground vehicle depots, air vehicles will only see indicators for air vehicle depots.
Other Miscellaneous Changes
Loadout tooltips on the vehicle and class screens now show the custom name and description
Added tilt to the platoon screen panels to better imply the functionality of the screen
Added waypoint type names (ex: “personal waypoint”, “squad waypoint”, etc.) back to waypoints if you aim at them
Added unique feedback messaging for when a name is taken, invalid, profane, reserved, or unavailable when creating a new character
Bug Fixes
We think we fixed an elusive bug causing /regionsay to randomly stop working. If you still see this happening, please submit a bug report via the in game tool.
Corrected an issue causing the squad dropdown menu for the bottom two players in a squad to be cut off
Fixed a messaging error when non-members attempted to purchase items from the Premium Early Access category of the Depot
Faclity/Environment Updates
Facility Capture Time Tuning
All Amp Stations and Tech Plants on Indar, Esamir, and Amerish, cap in 7 minutes instead of 10
Biolabs on all continents will cap in 7 minutes if you own the majority of the cap points (2/3 or ¾). If you own all CPs, it will cap much faster
Esamir Lattice and Facility Enhancement
The lattice system already in use on Indar is now active on Esamir.
Nearly every facility and outpost was been enhanced or in some cases completely replaced to help create better gameplay flow and support the addition of the lattice connections on the continent.
Added two new outposts, The Rink, and Rime Analytics
Esamir Deployable Turret Restrictions
At warpgates and facilities on Esamir, jump pad landing pads, tunnel exits, and vehicle pads will destroy any deployable Engineer turrets that are placed on them to help prevent griefing.
Bug Fixes
Fixed some exploitable collision near the Stronghold on Indar
Corrected some exploitable collision inside the Esamir Biolabs
Fixed malfunctioning gravity pads at the following installations:
Andvari Barracks
Andvari Frozen Reservoir
Eisa Mining Operation
Elli Barracks Complex
Freyr Geothermal Plant
Freyr Substation
Mani Fortress
Apex Genetics
Bridge-Ward
Echo Valley Substation
Everett Supply Co.
Geological Survey Camp
Grey Heron Shipping
Haven Outpost
The Traverse
Fixed a texture seam on the ground near Eisa Tech Plant
Removed clipping terrain from the spawn room stairs at Freyr Amp Station
Removed terrain piled up in front of a ground vehicle pad at Jaeger’s Crossing
Removed terrain clipping through the forward spawn room at Mani Bio Lab
Fixed a collision issue at Esamir’s Northwest Warpgate allowing players to get stuck beside stairs in multiple locations
Fixed a gab in the Biolab vehicle shields that allowed infantry to slip through
Addressed clipping terrain in several areas around Aurora Materials Lab
Addressed a crate clipping into the roof of the spawn room at Grey Heron Shipping
Removed flora clipping through the floor of Mani Tower and Nott Amp Station
Fixed the missing SCU shield at Mani Bio Lab
Removed excess terrain from in front of both ground vehicle pads at Northpoint Station
Removed a texture seam on the terrain near Echo Valley Substation
Fixed an issue with the wrong audio callout playing when the SCU shields are restored
Well, that sure was a lot of work.
Ruffdog
2013-07-24, 11:23 AM
Damn you have to stay on the Flash for the Scout Radar to work?
The buff to it - I can see this completely pissing off every dedicated infiltrator, seeing as the new Flash Radar renders the two current cloaks obsolete.
Clearly getting ready for Implants, i.e. Sensor Shield, and like health on target getting removed, they are creating an environment where you will want them, to get back what you once had.
Liking the Claymore buff. It finally will do better damage in one direction than the other empires do in every direction. It's been very annoying for a very long time.
Dragonskin
2013-07-24, 11:37 AM
Infantry Explosives
Improved explosives so they perform better against nanoweave equipped players
•All faction Frag & Sticky Grenades
◦Increased inner max damage radius from 0.5 to 1.0 meters.
•NC Bouncing Betty & VS Proximity Mine
◦These now animate and play audio before detonating.
◦Internal maximum damage radius increased from 0.5 to 2.0 meters.
◦Minimum damage now drops to 200 at 6.5 meters, up from 10 at 6 meters.
◦Activation time after being placed increased from 1.5 to 2.0 seconds.
•TR Claymore
◦Added audio when claymores trigger.
◦Maximum damage increased from 1275 to 1300
◦Internal maximum damage radius increased from 1.5 to 3.0 meters.
◦Minimum damage is now 350 at 6.5 meters, up from 10 at 6 meters.
◦Activation time after being placed increased from 1.5 to 2.0 seconds.
•NC Bouncing Betty, VS Proximity Mine, TR Claymore, & all faction Tank Mines
◦Throw time increased from 0.250 to 0.650 seconds.
"VS and NC have nerfs that should help balance this all out" ? Good one! NC and VS will still walk up to groups of people and drop mines, the only difference now is that that might get out alive doing so with the new activation tine. Also, Infantry Explosives got a buff overall in damage and in radius.
Until they remove the Claymore lasers there won't even be any semblance of balance (http://ps2-stats.com/weapon/infantrytype/explosive/all/overall).
It takes longer to throw all mines. All mines have activation audios. All mines have animations before they go off and their timer was increased to 2 seconds before they detonate. All mines have lights on them now (that was added in a previous patch)
So now people with higher awareness should be able to avoid mines before they go off and it's harder for people to just drop them into groups.
It's easy to see a VS mine or NC mine in the open due to the new lights. TR mines aren't the only ones with lights now. The VS ones have 3 cyan lights that flash and the NC ones have a hexagon ring of light blue that flashes.
So the only gripe you could have now is positional... which was remedied with the fact that TR can now place claymores further way from the area they want to cover while still being deadly. Before you had to place them near the door frame or an edge so people would run into them. Now you can place them further back and people will still activate them and it will do more damage at a farther range.
Hamma
2013-07-24, 12:02 PM
Nice work ETD!
Can anyone confirm the patch is being deployed?
Lonehunter
2013-07-24, 12:05 PM
Still no patch, 3 hours after schedule
Dougnifico
2013-07-24, 12:07 PM
Hasn't so far.... I am quite confused... lol
Yep, seems like the patch is still not being distributed. 6pm here. I just hope to get to play a little today.
Ruffdog
2013-07-24, 01:03 PM
https://twitter.com/mhigby/status/360078955451133952
https://twitter.com/mhigby/status/360078849196818432
Spoof
2013-07-24, 01:15 PM
Yep, seems like the patch is still not being distributed. 6pm here. I just hope to get to play a little today.
Yet another update that deprives EU members of their primetime play.
Not to mention the fact that most of the same bugs will still be in the game. So much for the quality of life thread and promises. I don't believe a word of it anymore...
Falcon_br
2013-07-24, 01:51 PM
Just to comment about the vulcan changes:
You now need more then double the bullets to fire an ESF down, now the prowler is the most defenseless MBT against air in the game.
We now can kill an infantry in 5-6 bullets, the marauder is useless now.
Harassers with vulcan killing sunderer on point blank range risking his life will now take one more clip to kill it, while harassers with other ESW will still stay on the hills sniping your sunderer from long range without retaliation.
The rotary were the only weapon on the game that needed extended mag to shot down an enemy ESF in one volley, now we got much more ammo, but with a lower ROF, it will take forever to shot down enemy ESF, giving then time to react when you start hitting then, something we can´t do against the reaver rotary.
It also means that everyone that expended more them 1.000 certs for extended mags will lose those certs, like what happened with everyone that expended certs with extended mags with the vulcan, one level of reload speed is better then the maximum level of extended mags with both weapons now.
Besides all that I am still digesting and happy with this patch, just sad it is not live yet.
Chewy
2013-07-24, 02:21 PM
Nice work ETD!
Can anyone confirm the patch is being deployed?
Some things are in but not much as of 10 minutes ago. TR has their new 21 round mag pistol but it doesn't have its own look, looks like the default one. Some of the new VS gun sounds are in but not many and I didn't think to look for their pistol. I can't find the NC pistol and the shop has nothing of the new camos yet.
Also Esamir still has the Hex system map. Lattice isn't in yet that I could see.
Going a tad slow it seems. I can't give any opinions on anything till the patch is done.
Hamma
2013-07-24, 03:38 PM
Patching now:
https://twitter.com/planetside2/status/360121492115177472
CraazyCanuck
2013-07-24, 04:02 PM
Just to comment about the vulcan changes:
You now need more then double the bullets to fire an ESF down, now the prowler is the most defenseless MBT against air in the game.
Try shooting an ESF with a Saron in comparison. The vulcan even on the Harraser was a terror against ESF pre-patch. In fact it was a terror against everthing. I ran one for an extensive time last night and I could not believe its effectiveness. Took down any ESF that I could get an angle on. Perhaps not so easily now but it is a very forgiving weapons platform to use and will deter any smart pilot you lay into and still kill the one's silly enough to hang around too long. It is the perfect weapon for the run and gun style of the speedy harrasser. I really enjoyed using it and will still probably get it on my TR toon despite its weakened state against air.
DarkBalths
2013-07-24, 04:08 PM
My launcher still says "play" like normal, and says that all files are up to date. It's been 4 minutes since they tweeted that the patch was live.
ringring
2013-07-24, 04:14 PM
My launcher still says "play" like normal, and says that all files are up to date. It's been 4 minutes since they tweeted that the patch was live.
But it's been 30 minutes since they began the patch and said it would take 90 minutes approx.?
DarkBalths
2013-07-24, 04:16 PM
But it's been 30 minutes since they began the patch and said it would take 90 minutes approx.?
Does that mean the download will be available in 90 minutes? I thought they released the client update at the same time as the servers updated.
[I also meant 40 minutes, not 4. The zero key on my keyboard is broken and I forgot to use the numpad c:]
Osskscosco
2013-07-24, 04:35 PM
Does that mean the download will be available in 90 minutes? I thought they released the client update at the same time as the servers updated.
[I also meant 40 minutes, not 4. The zero key on my keyboard is broken and I forgot to use the numpad c:]
You can download when servers will show Locked, and not Maint.
ringring
2013-07-24, 04:38 PM
Does that mean the download will be available in 90 minutes? I thought they released the client update at the same time as the servers updated.
[I also meant 40 minutes, not 4. The zero key on my keyboard is broken and I forgot to use the numpad c:]
I don't think it's possible for us to know, it's all down to the people doing the updating.
Crator
2013-07-24, 05:39 PM
Dang, 2 hours since they put server in maint and they still updating? This is a big patch...
GlueHead
2013-07-24, 05:54 PM
The one thing that worries me is that the bases on Esamir now got really close to each other...
Ghoest9
2013-07-24, 06:03 PM
1549 megs ugghhh
ringring
2013-07-24, 06:24 PM
Game error G99
Ah. It's 11:30 pm and I reckon I'm going to bed.
DirtyBird
2013-07-24, 06:59 PM
That downtime is taking a while.
The patch came down super fast tho. *hugs cable*
Wont be much to shoot it til later on anyway.
Some good QoL fixes.
NewSith
2013-07-24, 07:01 PM
So much for the proxy radar buff. Not to mention that scout radar is now a prerogative of dual-PC toons.
Hamma
2013-07-24, 08:11 PM
https://twitter.com/mhigby/status/360189982368989186
Hamma
2013-07-24, 08:37 PM
Servers are now up though pretty slow to login.
maradine
2013-07-24, 10:22 PM
Looks like I picked the wrong week to quit sniffin' glue.
SternLX
2013-07-24, 10:26 PM
The change to Scout Radar is total bullshit. They mentioned nothing of this change prior to the GU13 patch notes going up.
So now if I want to use my 100m Scout radar on my Flash I have to sit there on it and earn ZERO XP if I want to help my side spot enemy. GG SOE, GG... NOT!
Edit: P.S. I want a Cert Refund please. Other than that cock blockery above GU13 is a win.
Dragonskin
2013-07-24, 11:51 PM
The change to Scout Radar is total bullshit. They mentioned nothing of this change prior to the GU13 patch notes going up.
So now if I want to use my 100m Scout radar on my Flash I have to sit there on it and earn ZERO XP if I want to help my side spot enemy. GG SOE, GG... NOT!
Edit: P.S. I want a Cert Refund please. Other than that cock blockery above GU13 is a win.
Well, you could always just play with yourself since you suggested that as an activity in your other exact same post.
Solution. Get a weapon on your flash and actively look for targets while your allies benefit from the same radar you are using. If you can't be bothered to use your vehicle for kills then SOE can't be bothered to give you a cert refund.
Radar still works. You just have to actually be in the vehicle for it to work. Makes sense. You enter a vehicle and the engine revs up. You exit a vehicle and it turns off... radar turns off too.
Chewy
2013-07-25, 01:14 AM
After a few hours with the new map I still don't have much to say. Most of it was just around Eisa and the Octagon.
SO MANY HIDING SPOTS! So much cover everywhere but still filled with no mans land. I need to see more than just 4 bases to give a real opinion but the Octagon kinda sucks for the defenders and/or if your connection is to the south.
The entire north side of the Octagon has high ground that vehicles can fire from that enters the base and lets them shell maybe 3 points. Also Harassers can easily jump the north walls (TR was abusing this a LOT with Marauders). If it wasn't for the Phoenix then us NC wouldn't have lasted as long defending it. Any other faction can't do a damned thing about the shelling. I think it needs a touch up to lower the north hills or raise the walls maybe another 5-10 feet.
Other than that it's a whole new map. It is going to take time to learn the new ways to attack the bases.
ZephyrBurst
2013-07-25, 03:32 AM
Damn you have to stay on the Flash for the Scout Radar to work?
The buff to it - I can see this completely pissing off every dedicated infiltrator, seeing as the new Flash Radar renders the two current cloaks obsolete.
Clearly getting ready for Implants, i.e. Sensor Shield, and like health on target getting removed, they are creating an environment where you will want them, to get back what you once had.
The scout radar change seems fine and makes sense. Will miss leaving it in the middle of Amp Stations, but that was a cheeseball way of using it.
Really hoping that Sensor Shield implant never makes it in. It's very much overkill. Implants need to be a more like small augmentations like Silent Running, Audio Amp, Decreased damage from falling, Advanced Targetting, etc. Even regeneration would be fine if it's like the current Bio Lab benefit.
Sirisian
2013-07-25, 04:09 AM
I saw the new Esamir changes on the PTS but having played on it with large armies now I love the direction. I've said this before, but the terrain shouldn't allow people to trivially shooting into objectives or spawns. I found that the designers when trying to make varied terrain features and placing obstacles might have given attackers too much of an advantage when fighting into the base. It's almost like the paths leading into the base were designed for attackers. Having walkways up rocks for instance from the outside. These designs should be reversed so defenders can go onto them easily. I noticed this in a few places with the large spikes also. Spikes pointing toward the objective that allow a player like me to walk up them with a battle rifle and farm infantry over a wall. Those need to be reversed so defenders are using them.
It happens so much in the map design that it was kind of easy to exploit. I was attacking bases the whole time I played and ended with a 3:1 KDR. My normal is closer to 1:1. Maybe others can shed light, but it seems like the flow of the battles around and into objectives are heavily skewed toward the attackers.
typhaon
2013-07-25, 04:35 AM
Well, you could always just play with yourself since you suggested that as an activity in your other exact same post.
Solution. Get a weapon on your flash and actively look for targets while your allies benefit from the same radar you are using. If you can't be bothered to use your vehicle for kills then SOE can't be bothered to give you a cert refund.
Radar still works. You just have to actually be in the vehicle for it to work. Makes sense. You enter a vehicle and the engine revs up. You exit a vehicle and it turns off... radar turns off too.
Actually...
It doesn't make sense.
If your vehicle has a radar that is capable of broadcasting to your allies - what does it matter if you are physically present in your vehicle, or not?
You're not doing some kind of 'radar skill.' You're getting in your vehicle and pressing ON.
BTW - welcome to InfiltratorSide... ugh... tonight was ridiculous.
Falcon_br
2013-07-25, 04:50 AM
Try shooting an ESF with a Saron in comparison. The vulcan even on the Harraser was a terror against ESF pre-patch. In fact it was a terror against everthing. I ran one for an extensive time last night and I could not believe its effectiveness. Took down any ESF that I could get an angle on. Perhaps not so easily now but it is a very forgiving weapons platform to use and will deter any smart pilot you lay into and still kill the one's silly enough to hang around too long. It is the perfect weapon for the run and gun style of the speedy harrasser. I really enjoyed using it and will still probably get it on my TR toon despite its weakened state against air.
Dude, it was already discussed here.
Vanguard and Magrider can 1 shot ESF, the Prowler can´t.
So while we attack a magrider and a vanguard we must fly high or be instant gibed by them.
The same was with the Prowlers using Vulcan.
All ESF I shot down using the Vulcan were Shythes Hovering while firing at my tank they deserved to die.
Maybe it was too good against Liberators, but they also should be flying higher, if we can hit them with the Vulcan, a Vanguard can hit more easily!
With GU 13 I can finally give good bye to my Marauder, it is pointless now, all my gunners get more infantry kills now with the Vulcan then with the marauder! I don´t know if the marauder was nerfed or if the Vulcan is too damn good!
I am losing more tanks battle now, maybe with the nerf I will need to develop more anti tank tactics, because my vulcan with lower damage gave my enemies an edge on close combat.
It also took forever to kill an enemy sunderer with blocked armor while in a Vulcan Harasser. (I was not shooting in the back).
Esamir is now impossible to capture. Wall, Wall everywhere!
Esamir finally got trees, the octagon is easy to capture.
The problem is the base on the NE of Saerro Listening post.
Just 2 entrances, lots of anti air, very high towers, close to the enemy warpgate!
A much smaller VS force was able to hold it against 3 times TR enemies on there! They just keep throwing explosives on the 2 entrances and nobody could get in, even light assault had problems because the walls are too high.
My only consolation is that for the next 2 hours we hold the VS on saerro listening post, with half the VS population.
The truth is, while nobody figure out how to capture those new bases, Esamir is out of possibility to be captured. Unless you do it 5 AM.
Walls, Wall everywhere!
Falcon_br
2013-07-25, 04:57 AM
I also forgot to say:
My laser sights are now Orange, no longer RED!
The Vulcan is as good as the other 2 Empires specific tank weapons against Infantry, while they kill infantry faster with only too shots we must spray and pray.
Now we are on the team we got a very good secondary MBT weapon and a Useless one, like everybody else.
Infiltrators killing you from long range with the new SMG all the time from behind!
Also, 1.000 SC on the Black camo... GO TO HELL SOE!
Ruffdog
2013-07-25, 06:54 AM
So did The Pit get scrapped? I got bored of waiting to patch last night and had to go work early this am
ringring
2013-07-25, 08:09 AM
So did The Pit get scrapped? I got bored of waiting to patch last night and had to go work early this am
Aye.
I spent a little while on Esamir this morning. I don't have much to say as yet, I'm still digesting the changes.
Canaris
2013-07-25, 08:09 AM
Also, 1.000 SC on the Black camo... GO TO HELL SOE!
I bought both the armour and weapon camo..... :rock: yes I'm a monster "rawr!"
PredatorFour
2013-07-25, 08:24 AM
They've done a great job on esamir, terrain looks great and is really fun to fight in. However i really dislike what they have done to my turbo laser.
It's like they take 2 steps forward and 2 back regarding balancing the weapons of this game.
Palerion
2013-07-25, 08:53 AM
I undeniably like the Esamir base changes, the facilities needed more cover and this is a good start. Needless to say, there are some problems with some of the bases, such as the octagon, as Chewy mentioned.
I finally got the patch installed at 12:00 AM and when I got to the octagon the vehicle spam was ridiculous. And I think the spawns need reworking too, we had endless tunnel fights worse than Battlefield 3's Operation Metro.
Carbon Copied
2013-07-25, 09:09 AM
The dark scales camo actually looks pretty good when I tried it on the PTS. The fact that SOE charge you 1000SC for early access (considering you're already subbed to have access to those listed depot items) is laughable.
CraazyCanuck
2013-07-25, 10:21 AM
Dude, it was already discussed here.
Vanguard and Magrider can 1 shot ESF, the Prowler can´t.
I didn't bring it up, you did complaining about the changes to the weapon.
I have been 1 shotted by a Vanguard so I'd agree with you there. With its improved muzzle velocity and dmg plus turret mobility it has the best chance to pull it off.
The Magrider, not so much. perhaps with the AP main gun you can 1 shot ESF. I'm not sure as I haven't run with one in a bit but the fixed main gun and lack of vertical angle makes pulling off a shot very difficult when combined with the slow turnning of the magrider itself. Usually I have to find a hill to give the angle required for the main to even have a chance. And even when I'm fortunate enough to land a shot with the main gun, it takes a follow up shot from either the main/secondary unless the ESF is already damaged.
So while we attack a magrider and a vanguard we must fly high or be instant gibed by them.
That is true regardless of what faction MBT your running.
The same was with the Prowlers using Vulcan.
All ESF I shot down using the Vulcan were Shythes Hovering while firing at my tank they deserved to die.
Again regardless of what faction it is, a hovering esf is begging for it regardless of which mbt its facing. The Vulcan's Rof, cone, just makes it easier to take advantage of low flying aircraft.
Maybe it was too good against Liberators, but they also should be flying higher, if we can hit them with the Vulcan, a Vanguard can hit more easily!
The Vulcan is still a viable threat against aircraft. Any liberator flying low is going to take an ass whooping if they are caught. VR testing had the Vulcan I believe 39-41 bullets on the ESF, and I think it was 80ish to take out the liberator. Don't have the paper I wrote the results down on.
With GU 13 I can finally give good bye to my Marauder, it is pointless now, all my gunners get more infantry kills now with the Vulcan then with the marauder! I don´t know if the marauder was nerfed or if the Vulcan is too damn good!
With the stated buff against infantry and its improved utility over the Marauder I would say it's a good call to run with the Vulcan full time.
I am losing more tanks battle now, maybe with the nerf I will need to develop more anti tank tactics, because my vulcan with lower damage gave my enemies an edge on close combat.
It also took forever to kill an enemy sunderer with blocked armor while in a Vulcan Harasser. (I was not shooting in the back).
With the 5% buff against armor piercing bullets it will take longer to kill a sundy. Might be the sundies you went up against had more ranks in blockade as well? Loosing more against tanks? The composite on the Harraser was nerfed so your staying power has been decreased so that may be a part of it when running the Harraser. No answer for yah if it was strictly mbt vs mbt. Depends if the new resistance change affects mbt and lightnings.
More testing required to see how big of a difference the 5% makes overall on the sundy. Anyone know what the Vulcan's bullet was classified as before? Does this new classification even affect its performance against MBT and lightning now or does it strictly modify the damage versus the aircraft and sundy only? I tested it out in the VR last night against both and it 'feels' the same against both the lightning and MBT as my previous experience. Unfortunately, I didn't do a test count on bullets against both before this patch to know for sure. Perhaps someone else on the forums already has the pre patch numbers and can find out.
G30 Vulcan
•Changed to Armor Piercing Bullet Resist Type
•Max Direct Damage increased from 120 to 250 - buff
•Minimum Direct Damage increased from 90 to 175 - buff
•This should make the Vulcan less powerful against Aircraft - Nerf - still can take an unmodded esf out in less then 1 default mag if the gunner is on target.
•This should make the Vulcan more powerful against infantry
G30 Vulcan – H
•Changed to Armor Piercing Bullet Resist Type
•Max Direct Damage increased from 110 to 220 - buff
•Minimum Direct Damage increased from 85 to 165 - buff
•This should make the Vulcan less powerful against Aircraft - didn't have time to test the H, but perhaps a full magazine on an unmodded esf would be fair?
•This should make the Vulcan more powerful against infantry
Sunderer Changes
Sunderer resistance to armor piercing bullets increased from 70% to 75%
EDIT: And yes give us back our red dot!!!
Dodgy Commando
2013-07-25, 11:33 AM
Only had under an hour to play around Esamir today, but the new changes to bases and terrain are really fun so far. There are even trees now!
Looking good so far!
ringring
2013-07-25, 02:03 PM
I've played a bit more now.
Esamir Munitions with it's 2 linked towers is good.
I fought a little at Jaegers Fist and my impression was one of chaos. I prefer more structure.
I have fought at a Bio but as it turned out the new capture timers didn't com into play.
Today a lot of people were fighting on Esamir, the changes have undoubtedly caused a great amount of interest and rightly so, however because of the numbers it's hard to tell how it would play out with fewer or smaller fights so I'll continue to give it time to settle in before making my mind up. (apart from reduced cap times)
Dragonskin
2013-07-25, 02:41 PM
I bought both the armour and weapon camo..... :rock: yes I'm a monster "rawr!"
Bought the vehicle camo. I might end up getting the armor and weapon camo too. I really like this camo a lot.
TR with the armor camo on and that dreadnaught helmet or whatever... totally look like Star Wars Storm Troopers now, just with a little splash of red.
Falcon_br
2013-07-25, 03:33 PM
I didn't bring it up, you did complaining about the changes to the weapon.
I have been 1 shotted by a Vanguard so I'd agree with you there. With its improved muzzle velocity and dmg plus turret mobility it has the best chance to pull it off.
The Magrider, not so much. perhaps with the AP main gun you can 1 shot ESF. I'm not sure as I haven't run with one in a bit but the fixed main gun and lack of vertical angle makes pulling off a shot very difficult when combined with the slow turnning of the magrider itself. Usually I have to find a hill to give the angle required for the main to even have a chance. And even when I'm fortunate enough to land a shot with the main gun, it takes a follow up shot from either the main/secondary unless the ESF is already damaged.
That is true regardless of what faction MBT your running.
Again regardless of what faction it is, a hovering esf is begging for it regardless of which mbt its facing. The Vulcan's Rof, cone, just makes it easier to take advantage of low flying aircraft.
The Vulcan is still a viable threat against aircraft. Any liberator flying low is going to take an ass whooping if they are caught. VR testing had the Vulcan I believe 39-41 bullets on the ESF, and I think it was 80ish to take out the liberator. Don't have the paper I wrote the results down on.
With the stated buff against infantry and its improved utility over the Marauder I would say it's a good call to run with the Vulcan full time.
With the 5% buff against armor piercing bullets it will take longer to kill a sundy. Might be the sundies you went up against had more ranks in blockade as well? Loosing more against tanks? The composite on the Harraser was nerfed so your staying power has been decreased so that may be a part of it when running the Harraser. No answer for yah if it was strictly mbt vs mbt. Depends if the new resistance change affects mbt and lightnings.
More testing required to see how big of a difference the 5% makes overall on the sundy. Anyone know what the Vulcan's bullet was classified as before? Does this new classification even affect its performance against MBT and lightning now or does it strictly modify the damage versus the aircraft and sundy only? I tested it out in the VR last night against both and it 'feels' the same against both the lightning and MBT as my previous experience. Unfortunately, I didn't do a test count on bullets against both before this patch to know for sure. Perhaps someone else on the forums already has the pre patch numbers and can find out.
G30 Vulcan
•Changed to Armor Piercing Bullet Resist Type
•Max Direct Damage increased from 120 to 250 - buff
•Minimum Direct Damage increased from 90 to 175 - buff
•This should make the Vulcan less powerful against Aircraft - Nerf - still can take an unmodded esf out in less then 1 default mag if the gunner is on target.
•This should make the Vulcan more powerful against infantry
G30 Vulcan – H
•Changed to Armor Piercing Bullet Resist Type
•Max Direct Damage increased from 110 to 220 - buff
•Minimum Direct Damage increased from 85 to 165 - buff
•This should make the Vulcan less powerful against Aircraft - didn't have time to test the H, but perhaps a full magazine on an unmodded esf would be fair?
•This should make the Vulcan more powerful against infantry
Sunderer Changes
Sunderer resistance to armor piercing bullets increased from 70% to 75%
EDIT: And yes give us back our red dot!!!
You should join the older discussion, Magriders with HEAT (or something like that) don´t gib ESF, but place then in fire and they die in 2 seconds... It is the same for me.
And you must have problems understanding patch changes, It really don´t matter if they increase the damage of the Vulcan to 1.000 if they change the weapon type to HMG.
What you call it a buff to the damage is really a nerf, because all vehicles got some kind of armor piercing bullets resistance. It is only better now against infantry.
People made the math on the official forum, the Vulcan has been nerfed 5% to the Flash, something in the middle to the other vehicles and up to 20% against sunderer.
On fielding testing and counting dispersion, you can no longer shot down or place on fire an stationary enemy ESF with the vulcan in one mag, like you can do (or kill) with the other empire specific MBT weapons.
Until yesterday I had 6 build for my tank:
AP-HEAT-HE with marauder
AP-HEAT-HE with vulcan.
Now I have just 3, pointless to use any other weapon on the prowler right now.
CraazyCanuck
2013-07-25, 04:26 PM
*snip*
You have a link to this discussion? Someone pull stats from the game files before and after or is it all strictly field testing? If they have the stats before and after from the game files that lists resistances etc? I would be interested in getting my hands on the information. It would make a good read.
Ruffdog
2013-07-25, 05:00 PM
Bought the vehicle camo. I might end up getting the armor and weapon camo too. I really like this camo a lot.
TR with the armor camo on and that dreadnaught helmet or whatever... totally look like Star Wars Storm Troopers now, just with a little splash of red.
I succumbed to getting the Premium Scales too but only for the infantry/MAX. Hell its only two months of free SC handouts SOE give me, and I'm sure as shit not buying any more guns with money. I like it. I would have liked it more with darker boots for a greater "death squad" feel.
Here's comparison with no-camo.
http://i209.photobucket.com/albums/bb78/Rufffdog/Grescale_front_zpse4e067e2.jpg
http://i209.photobucket.com/albums/bb78/Rufffdog/Grescale_back_side_zps64656d48.jpg
Also the PS1 vet decal is screwy but I have submitted a report.
Falcon_br
2013-07-25, 08:34 PM
You have a link to this discussion? Someone pull stats from the game files before and after or is it all strictly field testing? If they have the stats before and after from the game files that lists resistances etc? I would be interested in getting my hands on the information. It would make a good read.
“I'm going to copy this from reddit (Credit goes to Mechlord): Basically the Vulcan does more damage to Sundies and Lightings. A little bit more to the Magrider and a little bit less against the Vanguard. Against all Aircrafts it does way less.
GU12 (Light Ordnance) resist values:
Vehicle Resist
MAX 60%
Flash 0%
Harasser 35%
Sunderer 60%
Lightning 40%
Magrider 20%
Vanguard 20%
Prowler 20%
ESF -75%
Liberator 0%
Galaxy 25%
GU13 (AP HMG) resist values:
Vehicle Resist
MAX 65%
Flash 30%
Harasser 68%
Sunderer 75%
Lightning 65%
Magrider 60%
Vanguard 62%
Prowler 60%
ESF 55%
Liberator 75%
Galaxy 85%
Damage change
Vehicle Damage
MAX +82%
Flash +46%
Harasser +3%
Sunderer +30%
Lightning +22%
Magrider +4%
Vanguard -1%
Prowler +4%
ESF -46%
Liberator -48%
Galaxy -82%”
No point of firing it at enemy air units right now.
Also note that those resistances increase with armor on the location, and because they are huge, firing on the armored side of an enemy vehicle is much less effective right now.
And next time, try to google it.
Falcon_br
2013-07-27, 05:30 AM
I have 2 things I would say about this patch:
You no longer receives resouces for fighting on a territory, just tested it 3 times.
Got a multi kill, on a bio lab on indar, checked my infantry resources, still at zero.
Had all resources near depletion on Elli amp station tonight and won the event, 12667 points for it, resources still low.
Captured a bio lab got 1.900 points, but no infantry resources on Amerish.
Well, the devs really want to see us starving for resources, that´s for sure!
My second point:
You receive event point equal you participation.
But if you have connection problems when the event ends you receive nothing!
This is bullshit, I was the one propositioning to make the change to give exp proportional to the participation, but ONLY if you could leave it before it ends and STILL RECEIVE THE GODDAMMIT POINTS!
I was frustrated to see all my outfit logging in near the end of the event, but today two of then that played almost all the event, had a crash near the end and receive nothing for it! Come on devs, if you are going to take something at least give something back!
GU 13 did nice things to the game, but if they keep taking things from us, I really think I will stop spending money on the game.
Ohaunlaim
2013-07-27, 10:37 PM
LOL had an event yesterday... "capture all bio labs on blah blah blah continent"
Event starts and immediately the vanu win a dominating victory... because they already had the bio labs. LOL
Yup the new events algorithms are working great!
HelpLuperza
2013-07-28, 04:13 PM
Dude, it was already discussed here.
Vanguard and Magrider can 1 shot ESF, the Prowler can´t.
So while we attack a magrider and a vanguard we must fly high or be instant gibed by them.
The same was with the Prowlers using Vulcan.
All ESF I shot down using the Vulcan were Shythes Hovering while firing at my tank they deserved to die.
Maybe it was too good against Liberators, but they also should be flying higher, if we can hit them with the Vulcan, a Vanguard can hit more easily!
With GU 13 I can finally give good bye to my Marauder, it is pointless now, all my gunners get more infantry kills now with the Vulcan then with the marauder! I don´t know if the marauder was nerfed or if the Vulcan is too damn good!
I am losing more tanks battle now, maybe with the nerf I will need to develop more anti tank tactics, because my vulcan with lower damage gave my enemies an edge on close combat.
It also took forever to kill an enemy sunderer with blocked armor while in a Vulcan Harasser. (I was not shooting in the back).
Esamir is now impossible to capture. Wall, Wall everywhere!
Esamir finally got trees, the octagon is easy to capture.
The problem is the base on the NE of Saerro Listening post.
Just 2 entrances, lots of anti air, very high towers, close to the enemy warpgate!
A much smaller VS force was able to hold it against 3 times TR enemies on there! They just keep throwing explosives on the 2 entrances and nobody could get in, even light assault had problems because the walls are too high.
My only consolation is that for the next 2 hours we hold the VS on saerro listening post, with half the VS population.
The truth is, while nobody figure out how to capture those new bases, Esamir is out of possibility to be captured. Unless you do it 5 AM.
Walls, Wall everywhere!
If I may interject here, by comparison is is incredibly difficult for Liberators to shoot vehicles right now. This is due to rendering changes on Estamir.
PredatorFour
2013-07-28, 05:28 PM
LOL had an event yesterday... "capture all bio labs on blah blah blah continent"
Event starts and immediately the vanu win a dominating victory... because they already had the bio labs. LOL
Yup the new events algorithms are working great!
pure comedy:D
ringring
2013-08-01, 11:37 AM
I've just been in 2 Bio Lab fights, won one lost one. Total time fighting, 6 minutes. I say fighting but I lie, there wasn't any to speak of.
GU13 is possibly the worst update yet.
The new bases are absolutely fine, I even like the trees. But the esamir map as a whole is now bad (sorry), outposts are too close and the terrain too lumpy and the result is it's a bad place for tanks.
Suggestion, delete a few outposts and flatten it out a bit. It's a right pain in the *** to get anywhere these days.
The Bio Lab fights have also been ruined, 3 minutes is an absolute joke.
Falcon_br
2013-08-01, 08:58 PM
36 hours without any event, thanks for complaining guys, now we don´t have events in the game anymore!
Sturmhardt
2013-08-02, 04:53 PM
I just played an hour after about 2 months of abstinence from the game and I must say the Esamir Update is kinda nice. Everything looks more polished than before and infantry fights are really fun because there are trees and crystals everywhere and sometimes there are REAL WALLS that improve the gameplay. I had already lost hope with PS2 but maybe I'll play it again once in a while...
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