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ChipMHazard
2013-12-17, 12:18 AM
https://forums.station.sony.com/ps2/index.php?threads/server-downtime-for-pu02-december-17-2013-6am-pt-1pm-cet.162621/

Downtime Start: 6 AM PT (1 PM CET)
Downtime ETA: 90 Minutes

PU02 Patch Notes
Performance:

Esamir Object Optimization. We optimized the number of unique objects, overall object count, and polygons per object on Esamir. This will give players the same environment based performance increases they see on Indar.
Physics Optimization – We have changed the way we simulate various aspects of the server and client to more efficiently process players and vehicles in the game.
Client Memory Optimization – Animations have gotten some serious work to reduce their overall cost without reducing quality. Many per-player animation costs are reduced for players at a distance.
Additional client crashes fixed.
UI – Optimized dynamic image loading and processing to reduce GUI advance spikes ( eliminates over 50% of the intermittent 4+ms spikes we were seeing )
UI - Optimized data processing on the loadout pages


Balance:

Significant changes have been made to infantry and vehicle balance. These changes are listed in the last sections of the patch notes and are over 10,000 words.


Holidays:

Over the next few weeks you may come across some snowmen scattered across the frozen wasteland of Esamir. These jolly and harmless fellows can be blown up for a nice chunk of XP, and, if you can light up enough of them you may earn a special reward. Also, keep your eye out for a rare blinged out Golden Snowman who gives a very exclusive reward. If you see one, make sure you get it before your squadmates do!
Nanite Systems has been hard at work on a new pistol. Get a silver medal with it and you will unlock a special title.
In addition to new holiday camos and decals, from the 18th of December through the 1st of January we will be having some huge sales in game.
Each day during those two weeks a new category in the marketplace (such as "shotguns" or "helmets") will be on sale for 50% off. In addition all Items of the Day items will be 99SC regardless of their original cost, and Members Only Item of the Day items will be 1SC, so make sure you log in every day and don't miss out on anything good!
Make sure to give your enemies the gift of C4 this holiday season!

Depot:

Fixed camo coverage on several infantry weapons
Razor fins attachment will no longer appear washed out at night
Camo coverage and LOD adjustments to several vehicle attachments
VS infantry weapons now have more camo coverage
Weapon camos will no longer be applied to all the weapons in the slot; they will apply to just the one selected
Increased the intensity of camo to 100% and added more coverage on MAX weapons
Lowered the cert point cost of some optics on starting weapons to let new characters customize their weapon earlier.

Combat:

Deployables should no longer sink into the ground
Spawn Beacons can no longer be placed inside facility walls
A bug allowing players to squad deploy as MAXs has been addressed
Fixed an issue with fall damage not registering at heights below 100m
NC scope’s magnification now correctly matches their labels
AV turrets collision better matches the geometry
Recoil animations while in iron sights have been toned down on several TR carbines
Resolved an issue where certain items could be unlocked in the VR zone for use in the main world

Vehicles:

Tank mines should explode more reliably when activated by vehicles
Fixed an issue where the Liberator could bypass the Biodome geometry and kill players inside
VS Mine guard is no longer displaying confusing allegiances (NC colors)
Horn of Liberty should now properly unlock account wide
Decals should display correctly on scythes
Hood ornaments should now display when used in combination with bumpers
Cockpit glass should all be fixed now

Animation:


Fixed an issue with Spawn Beacon animation
Improved iron sights animations
Engineers using turrets should now have more accurate animations
Revive animations should play more reliably
Fixed an issue where landing gear on flying vehicles would end up in the wrong position

Misc:

Occasionally, players would end up remaining in the world when servers were brought down; that should no longer occur
Proximity repair hologram on the Sunderer should no longer appear incorrectly
Fixed an issue where launching the game on Windows XP could cause the world to tint an odd color for a period of time
Fixed a few issues relating to window resizing and initialization that could cause bugs and errors
Running with multiple monitors should be tolerable now, but note that we don’t yet support UI window adjustments in this mode
Fixed a graphical corruption issue that could occur with certain particles on AMD graphics cards
A small group of accounts have had items removed that were incorrectly purchased without subtracting Station Cash.
Standard Spawn Options:
Increased standard spawn options to include:
Nearest Small outpost by lattice links
Nearest Large outpost by lattice links
This should alleviate situations where pilots and others are downed more than one region away from a friendly territory and are stuck with no good spawn options. This change will offer the nearest small outpost and nearest large outpost in addition to the nearest major facility that is already available. This should allow those players to either join the nearest front or fall back to spawn another vehicle at a larger facility. Please note that the distance is by lattice-links, not as the crow flies.
You can now deploy at any warpgate regardless of your current continent.

Squad Leader Indicators:

Functionality for a squad leader to mark a cap point has been added. This will add arrows to the objective indicator on the HUD that your squadmates can see. Hold the spot button down (q by default) to bring up the quick menu while targeting a capture point to set the indicator.
Squad leaders no longer have to cert into the ability to set a primary squad target using the Q menu (QAM)
Players who previously purchased the Squad Objectives certification from the squad leadership certifications tree will be refunded the 30 CP cost

UI:

Capture point capture progress bars should now update every .5 seconds instead of every 2 seconds
Objectives are now clamped to the edge of the screen
You will now receive a notification whenever you unlock a title
When turning off your UI the overhead icons will once again hide
Enable VSync whether windowed or fullscreen mode
Continent map should load faster the first time you open it every game session
Commissioner variants should no longer appear in the Certs menus
Added some functionality to sort by name and rank on several social screens in the UI
Map searching will no longer produce double results after swapping characters
Addressed an issue where Sunderer icons could display in bad locations

World:

Warpgate rotation
Freyr Amp Station update. We've added multiple cap points to the Freyr Amp Station. Each cap point is tied to a nearby spawn room. By reducing the reliance on Sunderers for spawning, this should facilitate some fierce infantry battles at Freyr.
Adjusted Biolab pain fields to follow capture status correctly
VR Training zone minimap should no longer appear as black occasionally
VR Training zone should no longer have black terrain

ChipMHazard
2013-12-17, 12:18 AM
VEHICLE BALANCE
Harasser adjustments

The Harasser is performing too strongly on the battlefield. It’s very fast, has a good amount of armor, a good selection of weapons, and can even repair on the run.


We’re going to make changes that require the Harasser to use its speed to get closer to targets and create more risk versus reward. So, the range of most Harasser weapon variants is being lowered. In addition, anti-personnel style vehicle weapons are receiving buffs against light-armor. These weapons also generally have a higher RPM and faster projectiles so they are more capable of hitting a high speed target. Details on specific weapon changes are listed farther below in the individual weapons section.

Harasser Turbo
With current Turbo values it is too easy to use Turbo to easily get into and out of combat. So, we are lowering the regeneration and increasing the amount of fuel burned per second. This should make the choice on when to use the turbo more important and not an always available option.

An empty tank now completely refills in 35/30/25/20/15 seconds up from 30/25/20/15/10 per rank
A complete burn of a full tank of is now burned in approximately 2.25 seconds down from 2.75 seconds

Harasser Rumble Seat Repairs
Being able to repair on the move is too strong of an advantage, but we do like it as an option. So the effectiveness of repairs made from the rumble seat has been reduced to 30%. We think at this rate there will still be times where repairs from the rumble seat will be useful, but not while in the middle of combat.

Composite Armor
Composite Armor is also providing too much of a benefit and overshadows other defense slot items. We’re reducing the armor bonus granted per rank from 5/10/15/20% to 2/4/6/8%. This will on average cause the Harasser to take ½ less tank rounds to destroy. We also removed the C-4 resistance that composite armor grants, since it is already pretty difficult to hit a moving Harasser with them.
Based on the results of this change, there might be further modifications to composite armor, stock armor values, or other defense slot items.

Stock Armor
The only adjustment to stock armor and resistance values is reducing effectiveness against “light anti-tank weapons”. We want these weapons to be part of a group of weapons that are strong against the Harasser. Harasser resistance to “Light anti-tank” damage reduced from 35% to 0%. This gives the Fury, Zepher and Bulldog increased damage to the stock Harasser. The Lightning C75 Viper was also using this damage type but that has been changed to tank shells (details further down).


Vehicle Secondary Anti-Personnel Adjustments
We are adjusting the M20 Basilisk, M40 Fury, P525 Marauder, C85 Canister and Proton II PPA to be stronger light armor counters. Light Armor includes: Flash, Harasser, and ESF.

In addition, all Harasser variants will have either its range or damage reduced. Flash variants will be adjusted to match the Harasser variants.


And finally, we are working towards bringing the weapons more in line with each other.


M12 Kobalt

The M12 doesn’t get equipped very often so we want to further define this weapon from the basilisk as a superior infantry killer. We are increasing damage at close ranges and pushing out the minimum damage range. In addition, we are adding headshot and legshot multipliers. Finally, we are making adjustments to the cone of fire making it even more accurate in bursts, but a bit less accurate when held down. This should make the M12 Kobalt stand out more from other weapons and perform well at all ranges. As one of the changes to promote the Harasser getting closer, the Harasser & Flash variants of the weapon have their damage fall off occur sooner.

M12 Kobalt

Max damage increased from 193 to 200
Min damage range increased from 100 to 130
Starting CoF reduced from 0.25 to 0.2 degrees
Maximum CoF increased from 0.25 to 0.5 degrees
CoF recovers quickly
Added headshot multiplier of 2
Added legshot multiplier of -0.1

M12 Kobalt-H

Max damage increased from 193 to 200
Min damage range decreased from 100 to 65
Starting CoF reduced from 0.25 to 0.2 degrees
Maximum CoF increased from 0.25 to 0.5 degrees
CoF recovers quickly
Added headshot multiplier of 2
Added legshot multiplier of -0.1


M20 Basilisk
The Basilisk performs decent, but we feel there is some room for improvement, especially just how it feels when firing it. The below changes should be an overall improvement for the Basilisk especially at close range and against vehicles. It is receiving a rate of fire buff so that using the gun feels better and it feels like it hits more often. The CoF changes are intended to offset some of its infantry killing capability, especially with its rate of fire increase. As one of the changes to promote the Harasser getting closer, the Harasser & Flash variants of the weapon have their damage fall off occur sooner.

M20 Basilisk

Fire rate increased from 300 RPM to 400 RPM
Max damage reduced from 275 to 250
Max damage range reduced from 75 to 10 meters
Min Damage reduced from 200 to 167
Min damage range increased from 75 to 130 meters
Starting cone of fire reduced from 0.5 degrees to 0.3 degrees
Maximum cone of fire increased from 0.5 degrees to 0.7 degrees
Cone of Fire Recoil increased from 0.1 degrees per shot, to 0.125 degrees
Cone of fire recovers quickly
Added legshot multiplier of -0.1
Ammo resupply now grants 60 rounds per tick up from 25 (100 on Sunderer version)

M20 Basilisk-H & F

Fire rate increased from 300 RPM to 400 RPM
Max damage reduced from 275 to 250
Max damage range reduced from 75 to 10 meters
Min Damage reduced from 200 to 167
Min damage range increased from 75 to 60 meters
Starting cone of fire reduced from 0.5 degrees to 0.3 degrees
Maximum cone of fire increased from 0.5 degrees to 0.7 degrees
Cone of Fire Recoil increased from 0.1 degrees per shot, to 0.125 degrees
Cone of fire recovers quickly
Added legshot multiplier of -0.1
Ammo resupply now grants 60 rounds per tick up from 25

M20 Drake

Being the air borne version of the Basilisk, we made some similar adjustments. The fall off for this variant is being adjusted to be to better overlap with ESF fall off damage.

M20 Drake

Fire rate increased from 300 RPM to 400 RPM
Max damage range increased from 150 to 250 meters
Min damage range increased from 250 to 350 meters
Added legshot multiplier of -0.1
Ammo resupply now grants 60 rounds per tick up from 25 (Liberator version)
Ammo resupply now grants 100 rounds per tick up from 25 (Galaxy version)
M60-G Bulldog
For now, we are just defining a difference for the Harasser version. The direct hit damage is increasing for the Sunderer variant.


M60-G Bulldog

Max damage increased from 750 to 1000

M60-G Bulldog-H

No changes

C85 Canister
This weapon has been renamed so there is less confusion with the enforcer ML and it is receiving lots of adjustments to bring it more in line compared to the Marauder and PPA. While it lacks splash damage it has the highest potential damage output, is receiving headshot multipliers, has the quickest projectile, receiving additional ammo per magazine, receiving additional pellets per shot, and the pellet spread should allow for some slop in aiming. As one of the changes to promote the Harasser getting closer, the Harasser variant of this weapon has its damage fall off occur sooner.

C85 Canister

Renamed from “Enforcer C85 Modified” to “C85 Canister”
Now on a new Resist Type: “Vehicle Shotgun (Canister)”
This resist type does no damage to heavy armor, but does good damage to light armor.
Nanoweave and MAX Kinetic armor protects against this damage type
Max Damage lowered from 150 to 125
Max Damage Range decreased from 40 to 12
Min Damage decreased from 125 to 80
Min Damage Range decreased from 100 to 40 meters
Magazine size increased from 5 to 8
Magazine size certification now has a second rank that adds 2 rounds
Ammo Capacity increased from 100 to 160
Ammo Capacity certifications now grant 8 rounds per rank
Added headshot multiplier of 1.5
Added legshot multiplier of 0.1
Pellet count increased from 8 to 12
Projectile speed increased from 225 to 400
Projectile gravity increased from 1 to 7.5

C85 Canister-H

Renamed from “Enforcer C85 Modified-H” to “C85 Canister-H”
Now on a new Resist Type: “Vehicle Shotgun (Canister)”
This resist type does no damage to heavy armor, but does good damage to light armor.
Nanoweave and MAX Kinetic armor protects against this damage type
Max Damage lowered from 150 to 125
Max Damage Range decreased from 40 to 8
Min Damage decreased from 125 to 80
Min Damage Range decreased from 100 to 30 meters
Magazine size increased from 5 to 8
Magazine size certification now has a second rank that adds 2 rounds
Ammo Capacity increased from 100 to 160
Ammo Capacity certifications now grant 8 rounds per rank
Added headshot multiplier of 0.5
Added legshot multiplier of -0.1
Reversed the order of digits to make this code more unique 5963-466-855
Pellet count increased from 8 to 12
Projectile speed increased from 225 to 400
Projectile gravity increased from 1 to 7.5

P525 Marauder
As part of the light armor changes we want to increase the Marauders effectiveness against light armor. For that, we are going to be increasing its projectile speed on the tank version and it is now on a new damage type that will do more damage against light armor, but no damage to heavy armor. Against infantry, the Marauder outperforms most weapons, so we are going to tone its anti-personnel capabilities down. We are lowering the blast damage and matching the blast size ranges with the PPA. As one of the changes to promote the Harasser getting closer, the Harasser variant of this weapon is not receiving the projectile speed increase, and will do less damage.

P525 Marauder

Now on a new Resist Type: “Anti-Light Armor”
This resist type does no damage to heavy armor, but does good damage to light armor.
Flak Armor protects against this kind of damage
Max Damage increased from 150 to 350
Inner Blast damage reduced from 450 to 334
Inner Blast damage radius reduced from 2 to 1 meters
Magazine Size certifications now grant 1/2/3/4 rounds per rank down from 1/3/4/5
Projectile Speed increased from 125 to 150 meters per second
Fire rate decreased from 200 RPM to 171 RPM

P525 Marauder-H

Now on a new Resist Type: “Anti-Light Armor”
This resist type does no damage to heavy armor, but does good damage to light armor.
Flak Armor protects against this kind of damage
Max Damage increased from 150 to 315
Inner Blast damage reduced from 450 to 334
Inner Blast damage radius reduced from 2 to 1 meters
Magazine Size certifications now grant 1/2/3/4 rounds per rank down from 1/3/4/5
Fire rate decreased from 200 RPM to 171 RPM

Proton II PPA
As part of the light armor changes we want to increase the PPAs effectiveness against light armor. For this, we are placing it on a new damage type that does extra damage to light armor, but no damage to heavy armor. Otherwise, the Proton II PPA is close to where we would like. We’re going to bring in the fall off damage ranges to better match the Basilisk and Canister, and reduce the inner blast damage radius. We are also experimenting with increasing its projectile size to see if that provides any noticeable benefit. As one of the changes to promote the Harasser getting closer, the Harasser variant of this weapon has its fall off damage occur sooner.

Proton II PPA

Now on a new Resist Type: “Anti-Light Armor”
This resist type does no damage to heavy armor, but does good damage to light armor.
Flak Armor protects against this kind of damage
Max damage decreased from 275 to 235
Max damage range decreased from 50 to 10 meters
Min damage decreased from 225 to 167
Min damage range decreased from 150 to 75 meters
Blast inner radius reduced from 1.5 meters to 1 meter
Projectile size increased to 200mm up from 30mm

Proton II PPA - H

Now on a new Resist Type: “Anti-Light Armor”
This resist type does no damage to heavy armor, but does good damage to light armor.
Flak Armor protects against this kind of damage
Max damage decreased from 275 to 235
Max damage range decreased from 50 to 10 meters
Min damage decreased from 225 to 167
Min damage range decreased from 150 to 65 meters
Blast inner radius reduced from 1.5 meters to 1 meter
Projectile size increased to 200mm up from 30mm

M40 Fury
The Fury performs well, but we want the fury to be a more distinct choice compared to other similar options. We’re going to do this by allowing increasing its direct hit damage and allowing that to do damage to heavy armor. The damage it can do to heavy armor will be higher than what it could do previously. Its blast radius will be brought to match the PPA and Marauder, but we will also increase its magazine size. As one of the changes to promote the Harasser getting closer to targets, the Harasser and Flash variant is adjusted to do less direct damage than the tank version.

M40 Fury

Direct damage increased from 300 to 400
Blast damage reduced from 550 to 334
Blast damage inner radius reduced from 2 meters to 1 meter
Blast damage outer radius reduced from 4 meters to 3 meters
Magazine size increased from 5 to 8
Ammo Capacity for Flash increased from 30 to 48
Certifications increased to 8 per rank up from 5
Ammo Capacity for Sunderer increased from 100 to 160
Certifications decreased to 8 per rank up from 20

M40 Fury-H & F

Direct damage increased from 300 to 365
Blast damage reduced from 550 to 334
Blast damage inner radius reduced from 2 meters to 1 meter
Blast damage outer radius reduced from 4 meters to 3 meters
Magazine size increased from 5 to 8
Ammo Capacity for the Harasser version increased from 75 to 120
Certifications decreased to 8 per rank down from 15

ChipMHazard
2013-12-17, 12:18 AM
AV Secondary Weapons
We are making adjustments on these weapons based on data to bring them more in line with each other (details next to each weapon below). In addition we want to make them less effective against infantry. To do that we are bringing the damage of these weapons down by approximately 66%. This will allow us to make flak armor more consistent and more effective against them. Vehicle resistances are being adjusted to make the damage against them the same.


E540 Halberd
The blast has been reduced to make it less effective against infantry (direct hits can still one shot non flak armor infantry). We are also adding some new acceleration mechanics to the weapon. We expect this to be a slight decrease in its effectiveness at sniping infantry and range. The harasser version has been tuned to do less damage than the tank version.

ES540 Halberd

Direct hit damage reduced from 1500 to 1000
Inner Blast damage radius reduced from 1 meter to 0.5 meters
Inner Blast damage reduced from 750 to 450
Launch speed set to 200 meters per second
Within 1 second, the projectile will accelerate to max speed of 275 meters per second

ES540 Halberd–H

Direct hit damage reduced from 1500 to 800
Blast damage inner radius reduced from 1 meter to 0.5 meters
Inner Blast damage reduced from 750 to 400
Launch speed set to 200 meters per second
Within 1 second, the projectile will accelerate to max speed of 275 meters per second

Enforcer ML85
The Enforcer slightly underperforms compared to the Halberd, Vulcan and Saron. So will be a damage increase against other vehicles (by not lowering it by 66%). We are also increasing its splash damage to be in line with the other weapons. Finally, we are also applying the new projectile acceleration mechanics to it. We expect this to be a slight decrease in its effectiveness at sniping infantry and range. The harasser version has been tuned to do less damage than the tank version.

Enforcer ML85

Direct hit damage reduced from 700 to 500
Inner Blast damage increased from 150 to 334
Launch speed set to 200 meters per second
Within 1 second, the projectile will accelerate to max speed of 300 meters per second

Enforcer ML65 - H

Direct hit damage reduced from 650 to 450
Inner Blast damage increased from 150 to 334
Launch speed set to 200 meters per second
Within 1 second, the projectile will accelerate to max speed of 300 meters per second

Saron HRB
The Saron is pretty close to where we like it. For now, the only change we are doing is adjusting the harasser version. It will require one more splash hit to kill if hitting with only inner splash damage.

Saron HRB

Direct hit damage reduced from 425 to 284
Inner Blast damage increased from 350 to 367

Saron HRB-H

Direct hit damage reduced from 375 to 250
Inner Blast damage reduced from 350 to 334
Armor Piercing Bullet Weapons
We are lowering the damage of these weapons to make them less effective against infantry. Vehicle resistance is being updated to be the same TTK with the following exceptions. These were cases we found that armor piercing bullets were too effective:
Flash resistance to Armor Piercing Bullets increased: Adding about 0.25 seconds to TTK
Lightning resistance to Armor Piercing Bullets increased: Adding about 1 second to the TTK on average.
Phalanx Turret resistance to Armor Piercing Bullets increased: The phalanx turret now has tank level armor against AP Bullets (prowler/Magrider side armor specifically)
MANA Turret resistance to Armor Piercing Bullets increased: Adding about 0.5 seconds to TTK
Terminal resistance to Armor Piercing Bullets increased: Adding about 0.5 seconds to TTK

G30 Vulcan
Between the Halberd, Enforcer and Saron, the Vulcan is the highest performing, so in addition with lowering its damage against infantry, we are bringing the damage range in. The previous damage ranges were pushed far beyond what our data shows as the range the weapon is actually used in. As one of the changes to promote the Harasser getting closer, the Harasser version now matches the damage values of the tank version and instead the fall off damage is brought in closer.

G30 Vulcan

Max damage decreased from 250 to 167
Max damage range decreased from 200 to 10 meters
Min Damage decreased from 175 to 125
Min Damage range decreased from 500 to 130 meters
Cone of Fire at rest is being increased from 0.25 degrees to 0.5 degrees
Cone of fire recoil increased from 0.05 degrees per shot to 0.1 degrees
Cone of Fire will recover faster
Added a legshot multiplier of -0.1

G30 Vulcan–H

Max damage decreased from 220 to 167
Max damage range decreased from 200 to 10 meters
Min Damage decreased from 165 to 125
Min Damage range decreased from 500 to 65 meters
Cone of Fire at rest is being increased from 0.25 degrees to 0.5 degrees
Cone of fire recoil increased from 0.05 degrees per shot to 0.1 degrees
Cone of Fire will recover faster
Added a legshot multiplier of -0.1

CAS30 Tank Buster
No major adjustments here for this update. Just adjusting for resist change and adding a legshot penalty

Max Damage decreased from 500 to 334
Min Damage decreased from 250 to 143
Added a legshot multiplier of -0.1

AP30 Shredder
No major adjustments here for this update. Just adjusting for resist change and adding a legshot penalty

Max Damage decreased from 375 to 250
Min Damage decreased from 225 to 143
Added a legshot multiplier of -0.1

Tank Cannons
Tank cannon damage and resistance is being adjusted in order to keep damage numbers more consistent. Time to kill should remain the same with AP and HEAT in most cases. We think High Explosive rounds are performing too poorly when used against other tanks so they are getting a direct damage increase.

Phalanx Turrets and Facility Terminals are receiving increased resistance to tank shells. A Phalanx Turret is now equivalent to a side hit against a Magrider or Prowler. A terminal in most cases will require two tank rounds to destroy.

As mentioned above, damage is the only thing to change on the below tank cannons. TTK remains unchanged except against Phalanx Turrets and Facility Terminals:

Lightning
L100 Python HEAT

Direct hit damage reduced from 1400 to 1275

L100 Python HE

Direct hit damage increased from 925 to 1000

L100 Python AP

Direct hit damage increased from 1540 to 1600

Magrider
Supernova PC

Direct hit damage reduced from 1550 to 1410

Supernova Volatile PC

Direct hit damage remains unchanged at 1175

Supernova Focused PC

Direct hit damage increased from 1785 to 1865

Vanguard
Titan-150 HEAT

Direct hit damage reduced from 1750 to 1600

Titan-150 AP

Direct hit damage increased from 2000 to 2075

Titan-150 HE

Direct hit damage remains unchanged at 1300

Prowler
P2-120 HEAT

Direct hit damage reduced from 1100 to 1000

P2-120 AP

Direct hit damage reduced from 1200 to 1250

P2-120 HE

Direct hit damage increased from 650 to 725

Phalanx
Spear

Direct hit damage increased from 1500 to 1550

Liberator
C150 Dalton

Direct hit damage increased from 1750 to 1825

ESF Nose cannon adjustments (Default and Rotary)
We are lowering the damage they can do versus infantry and heavy armor. We want them to be excellent against air and light armor and they are just too high on the list of things killing infantry and armor. There are other weapons to pick on the ESF for those targets and we want to drive that distinction more. So we are lowering the base damage of nose cannons and adjusting vehicle resistances. Against most vehicles, the TTK will be the same.

Fall off damage is also being adjusted with a few goals in mind. It goes well with our above goal and over time, we will be adjusting other weapons like the Walker to better overlap with these new damage ranges, creating a better dynamic for ESF engagement ranges. Additionally, it provides further distinction between the default nose cannons and the rotary nose cannons.

Finally, we will be making some adjustments based on data gathered since the cannons were re-tuned several updates ago. Reload speeds are being adjusted to bring damage over time of each weapon closer to each other. This includes making the rotary damage over time closer to the default nose cannons. This removes an advantage the rotary has against high health targets such as MBTs, Galaxies and Liberators. We also found the Mosquito nose cannons in general were outperforming, so we are lowering their magazine size advantage.

To accommodate the lower damage versus infantry, the resistance value against “ESF nose cannons” for all vehicles needed to be adjusted. The TTK (time to kill) will remain close to live values with the exception of:

Flash: Armor against ESF cannons increased about 50%
Lightnings: Resistance increased about 20%
MBTs: Resistance increased about 20%
Phalanx Turrets: Resistance increased about 40%
MANA Turrets: Resistance increased about 25%

Default Nose Cannons
As mentioned above, for each empire, damage is being lowered against infantry and the fall off damage range is being brought in. Reload speeds are being slightly tweaked to bring the damage over time closer together. The Reavers minimum damage is not lowered as much as the other empires. The Mosquito is outperforming the other empires so we are lowering its magazine size advantage.

Saron LC

Max damage decreased from 340 to 220
Min damage decreased from 255 to 184
Min damage range decreased from 325 to 300
Added a legshot multiplier of -0.1

M20 Mustang

Max damage decreased from 400 to 250
Max damage range increased from 225 to 230
Min damage decreased from 290 to 200
Min damage range decreased from 350 to 330
Reload speed reduced from 2.5 seconds to 2.4 seconds
Added a legshot multiplier of -0.1

M18 Needler

Max damage decreased from 315 to 200
Min damage decreased from 245 to 167
Min damage range decreased from 325 to 300
Magazine size reduced from 75 to 70
Added a legshot multiplier of -0.1

Rotary Nose Cannons
As mentioned above, for each empire damage is being lowered against infantry. The fall off damage range was brought in. We are adjusting the reload speeds to better match damage over time between these weapons and the default nose cannons. The Mosquito is outperforming the other rotary cannons so we are lowering its magazine size advantage.
Hailstorm Turbo Laser

Max damage decreased from 360 to 230
Max damage range decreased from 125 to 100
Min damage decreased from 300 to 167
Min damage range decreased from 250 to 200
Reload speed increased from 1.75 seconds to 1.8 seconds
Added a legshot multiplier of -0.1

Vortek Rotary

Max damage decreased from 500 to 320
Max damage range decreased from 150 to 130
Min damage decreased from 425 to 210
Min damage range decreased from 275 to 230
Reload speed increased from 2 seconds to 2.25 seconds
Added a legshot multiplier of -0.1

M18 Rotary

Max damage decreased from 315 to 200
Max damage range decreased from 125 to 100
Min damage decreased from 200 to 143
Min damage range decreased from 270 to 200
Reload speed increased from 2.25 seconds to 2.5 seconds
Magazine size reduced from 50 to 45
Added a legshot multiplier of -0.1

Other Changes
C75 Viper
Weapon could use a small buff. We are going to increase its effectiveness against vehicles a bit by changing its damage type. The tank adjustments noted above still cause the damage value to decrease, so we are also increasing its blast damage to ensure it can still 1 hit kill a non flak armor target.

Direct hit damage is now on resist type 7 (tank shells)
Damage reduced from 475 to 400
Blast damage increased from 550 to 600

Prowler Anchored Mode
Data shows that anchored mode is extending the Prowlers range too far as well as making it too easy to hit aircraft. The projectile speed increase on Anchored mode is being reduced from 15/30/45/60% per rank, to 7.5/15/22.5/30%

Sunderer
Sunderer Resistance versus type 4 damage (heavy machine gun) increased from 70% to 75%. Mostly as a response to the Basilisk rate of fire change, but looking at data, the Sunderer is a bit too vulnerable to heavy machine gun damage and could the increase in resistance.

ChipMHazard
2013-12-17, 12:19 AM
Weapon Balance


Major changes

LMGs have been performing too well at hip-fire when compared to the other weapon types. This coupled with their higher than average ammunition capacity has caused them to outclass other weapon types in those other weapon’s intended roles. We've done a global reduction to hip fire accuracy across all LMGs to make them more LMG-like.
Weapons with 0.75x aim move speeds have been adjusted so that they have clearer tradeoffs for that move speed bonus. This generally means more recoil to better match their role as close-quarter weapons, and in some cases longer reloads.
Assault rifles with hip-fire accuracy bonuses have a little too much hip range when compared to the standard rifles. Hip-fire accuracy on these weapons has been reduced, though they still have higher accuracy than the standard assault rifles.
Carbines have had their minimum damage range brought in by 5 meters. This better matches the scale of our facilities and the carbines intended role as a closer range weapon when compared to LMGs and Assault Rifles.
All 143 damage carbines: Min damage reduced from 65 to 60 meters
All 167 damage carbines: Minimum damage range reduced from 75 to 70 meters
The one 200 damage carbine: Minimum damage range reduced from 85 to 80 meters
Note: The close-range carbines that already had a lower minimum damage range remain at their previous values
Laser sight attachment modifiers have been reduced so that they will no longer cause a weapon to have better accuracy than a weapon type that is two or more accuracy tiers down. For example, an LMG with an advanced laser sight will no longer give that LMG SMG-level hip accuracy (Yes, that was happening before).

NC Assault Rifle Changes
GR-22

This weapon has received the standard assault rifle hip-fire reduction. Recoil has also been increased to better match its rate of fire.
Vertical recoil increased from 0.22 to 0.25
Min horizontal recoil increased from 0.225 to 0.25
Hip fire accuracy reduced, but still better than AR standard
Crouch: 1.0 to 1.125
Crouch walk: 1.5 to 1.75
Running: 2.0 to 2.25

Reaper DMR

The Reaper is getting a magazine size increase to even out its kill potential compared to other assault rifles. It is also receiving accuracy buffs so that movement isn’t as penalizing.
Magazine size increased from 20 to 24
Ammunition capacity increased from 140 to 144
Short reload adjusted to work with the higher magazine size
Increased from 1.86 to 1.925 seconds
Hip-fire accuracy improved
Crouch: 2.5 to 2.0
Crouch walk: 3.0 to 2.5
Stand: 3.0 to 2.5
Running: 3.5 to 3.0
Aimed moving accuracy improved
Stand: 0.35 to 0.32
Crouch: 0.2 to 0.17
Velocity ammo now increases bullet speed to 650 m/s. The previous value was 600 m/s
Fixed a bug that was causing the compensator to penalize hip-fire twice

Gauss Rifle Burst

This weapon has been growing in popularity after our last round of moving accuracy buffs. We’re taking those same buffs and applying them to the stationary states.
Non-moving aimed accuracy improved
Aimed accuracy improved from 0.03 to 0.0125
Recoil adjustments to make second shot in burst more consistent
Horizontal recoil reduced from 0.15 to 0.14
Max recoil angle reduced so that burst direction is more consistent
Gauss Rifle S
Very small reload improvements to even out its damage over time with the other assault rifles
Long reload: 2.86 to 2.8
Short reload: 2.365 to 2.1

Carnage BR

This weapon is receiving the standard 0.75x hip-fire and recoil adjustments.
Vertical recoil increased from 0.22 to 0.247
First shot recoil increased from 2.25 to 2.5
Hip fire accuracy reduced, but still better than AR standard
Crouch: 1.0 to 1.125
Crouch walk: 1.5 to 1.75
Running: 2.0 to 2.25
Aimed moving accuracy now matches all other 0.75 ADS assault rifles
0.3 to 0.35
Renamed to Carnage AR, because it’s an Assault Rifle and not a Battle Rifle

NC Carbines Changes
GD-7F

Improving accuracy so it matches its damage type
Hip accuracy loss per shot improved from 0.12 to 0.1
Aimed accuracy loss per shot improved from 0.1 to 0.05

AC-X11

Like the Reaper DMR, we’re improving both bullets per magazine and overall accuracy. This weapon will now output more damage over time compared to before even though the reload time is being lengthened.
Magazine size increased from 20 to 24
Ammunition capacity increased from 140 to 144
Reload adjusted to compensate for larger magazine
Long reload increased from 2.425 to 2.75 seconds
Short reload increased from 1.855 to 2.045 seconds
Aimed moving accuracy improved
Stand: 0.35 to 0.32
Crouch: 0.2 to 0.17
Hip fire improved, but still higher than carbine standard to match it being a long range weapon
Crouch: 2.0 to 1.75
Crouch walk: 2.5 to 2.25
Stand: 2.5 to 2.25
Running: 3.0 to 2.75
Fixed a bug that was causing the compensator to penalize hip fire twice
Recalculated the number of NC killed by C4'ing themselves. The new total is 591,432,0499.

Gauss Compact Burst

Same accuracy improvements as the Gauss Rifle Burst
Non-moving aimed accuracy improved
Aimed accuracy improved from 0.03 to 0.0125
Recoil adjustments to make second shot in burst more consistent
Horizontal recoil reduced from 0.15 to 0.14
Max recoil angle reduced so that burst direction is more consistent

Razor GD-23

Full-auto accuracy and long reload have been improved
Long reload is faster, from 2.275 to 2.0 seconds
Reduced maximum horizontal recoil drift

NC LMG Changes
NC6 Gauss Saw

This weapon is only receiving the global hip-fire reduction
New minimum hip-fire accuracy: 3.5
New maximum hip-fire accuracy: 4.5

EM1

Small recoil improvement to better match its rate of fire class
Vertical recoil reduced from 0.35 to 0.335
Muzzle velocity increased from 600 to 650 m/s
New minimum hip-fire accuracy: 3.5
New maximum hip-fire accuracy: 4.5

GD-22S

Short reload is now faster to better match its magazine size and rate of fire. Both full-auto recoil drift and recoil recovery have been improved.


Short reload is faster, from 3.135 to 2.275 seconds
Recoil recovery improved from 13 to 15
Reduced maximum recoil horizontal drift
New minimum hip-fire accuracy: 2.25
New maximum hip-fire accuracy: 3.75

Gauss Saw S

Small muzzle velocity increase to better work with some of the weapon’s attachments
Muzzle velocity increased from 615 to 630 m/s
New minimum hip-fire accuracy: 3.25
New maximum hip-fire accuracy: 4.25

EM6

Long reload length increased to better match its ammunition capacity. It was previously outputting more damage over time compared to other weapons in its class


Long reload slower, from 5.5 to 5.655 seconds
New minimum hip-fire accuracy: 3.5
New maximum hip-fire accuracy: 4.5

Anchor

Reduced max recoil angle to make initial burst more accurate and overall recoil pattern more consistent
Recoil angle variance reduced
New minimum hip-fire accuracy: 2.25
New maximum hip-fire accuracy: 3.75

NC Pistols Changes
LA8 Rebel

Adding 2 more rounds per magazine to even out its kill potential versus other pistols
Magazine size increased from 8 to10
Ammunition capacity increased from 56 to 60

NC MAX AI Changes
Scattercannon

Very small short reload speed increase to get the damage output to match the other NC MAX weapons
Short reload from 3.0 to 2.945 seconds

Mattock

Increased range before damage starts scaling to match shotgun standard
Max damage range increased from 10 to 12

NC Battle Rifle Changes
Warden

Improving damage at range and long reload. The damage improvement increases this weapon’s performance at range against targets with nanoweave armor equipped.


Minimum damage increased from 200 at 65 meters to 225 at 75 meters
Long reload improved from 3.5 to 3.4 seconds


TR Assault Rifles Changes
Cycler TRV

Small improvement to full-auto recoil
Reduced max horizontal recoil drift

T1B Cycler

Improving non-moving accuracy and recoil so that the weapon is more accurate both when standing still and while moving when compared to the base Cycler.
Aimed COF from 0.1 to 0.06
Horizontal recoil from 0.175 to 0.17

TAR

This weapon is receiving the standard 0.75x hip-fire and recoil adjustments.
Short reload increased from 2.96 to 3.0 seconds
Vertical recoil increased from 0.27 to 0.3
First shot accuracy increased from 2.75 to 3.0
Hip-fire accuracy reduced
Crouch: 1.0 to 1.125
Crouch walk: 1.5 to 1.75
Running: 2.0 to 2.25

TR Carbines Changes
LC2 Lynx

This weapon is receiving the standard 0.75x weapon adjustments
Long reload increased from 3.5 to 3.94 seconds
Vertical recoil increased from 0.3 to 0.31
Horizontal recoil increased by one tier, from 0.225/0.25 to 0.25/0.275
Reduced maximum recoil angle to make initial burst more consistent

T5 AMC

Accuracy improved
Vertical recoil reduced from 0.3 to 0.295

TRAC-5 Burst

Improving non-moving accuracy and recoil so that the weapon is more accurate both when standing still and while moving when compared to the base TRAC-5
Aimed COF from 0.1 to 0.06
Horizontal recoil from 0.175 to 0.17

LC3 Jaguar

This weapon is receiving the standard 0.75x weapon adjustments
Vertical recoil increased from 0.3 to 0.31
First shot recoil increased from 2.0 to 2.1
Minimum horizontal recoil increased from 0.225 to 0.245
Long reload increased from 3.88 to 3.89 seconds
Stand move accuracy reduced from 0.3 to 0.35 to match close range carbine standard

TR LMGs Changes
CARV

This weapon is only receiving the global hip-fire reduction
New minimum hip-fire accuracy: 3.5
New maximum hip-fire accuracy: 4.5

CARV-S

Improving both reload and recoil to better match its rate of fire
Shortened long reload from 6.11 to 5.585 seconds
Shortened short reload from 5.11 to 4.64 seconds
Vertical recoil reduced from 0.45 to 0.42
First shot recoil increased from 1.6 to 1.75
Min horizontal reduced from 0.225 to 0.2. Max remains the same at 0.225.
Reduced maximum horizontal recoil drift
Removed 1 from each digit in the Terran Republic's ethics hotline. Please now call 442-225-0360 to report any violations.
New minimum hip-fire accuracy: 3.5
New maximum hip-fire accuracy: 4.5

MSW-R

Long reload improved to better match magazine size
Long reload from 3.65 to 3.305 seconds
Reduced maximum horizontal recoil drift
New minimum hip-fire accuracy: 2.25
New maximum hip-fire accuracy: 3.75

T16

This weapon is only receiving the global hip-fire reduction
New minimum hip-fire accuracy: 3.5
New maximum hip-fire accuracy: 4.5

TMG-50

This weapon is only receiving the global hip-fire reduction
New minimum hip-fire accuracy: 3.25
New maximum hip-fire accuracy: 4.25

T32 Bull

Long reload improved to better match magazine size.
Improved long reload from 3.565 to 3.28 seconds
Minimum hip-fire accuracy remains unchanged at 2.0
New maximum hip-fire accuracy: 3.25

TR Pistols Changes
TX1 Repeater

This weapon is performing a little too well at range when compared to the other pistols range. It only needs a slight adjustment so more recoil drift is being added in.
Horizontal recoil increased from 0.1 to 0.175
Increased maximum recoil drift range

TR MAX Changes
M6 Onslaught

Increasing reload times to better match damage output when compared to pother MAXes
Long reload from 2.8 to 3.0 seconds
Short reload from 2.2 to 2.5 seconds

M2 Mutilator

Improving short reload to better match damage output when compared to pother MAXes
Short reload from 2.9 to 2.4 seconds

TR Battle Rifle Changes
AMR-66

Improving damage at range and long reload. The damage improvement increases this weapon’s performance at range against targets with nanoweave armor equipped.
Minimum damage increased from 200 at 65 meters to 225 at 75 meters
Long reload improved from 3.5 to 3.4 seconds

ChipMHazard
2013-12-17, 12:20 AM
VS Assault Rifle Changes
H-V45

This weapon is receiving the standard 0.75x weapon adjustments
Vertical recoil increased from 0.2 to 0.245
Hip fire accuracy reduced
Crouch: 1.0 to 1.125
Crouch walk: 1.5 to 1.75
Running: 2.0 to 2.25

CME

Reduced maximum recoil angle. Makes initial burst more accurate and predictable, and overall recoil more consistent.
Equinox VE2 Burst
Standard burst weapon accuracy improvements
Aimed accuracy improved from 0.1 to 0.06
Horizontal recoil reduced from 0.175 to 0.17
Reduced maximum recoil angle to make burst angle more consistent


VS Carbine Changes
Pulsar C

Improving short reload to better match rate of fire
Short reload from 1.82 to 1.67 seconds
Solstice Burst
Standard burst weapon accuracy improvements
Aimed accuracy improved from 0.1 to 0.06
Horizontal recoil reduced from 0.175 to 0.17
Reduced maximum recoil angle to make burst angle more consistent

Serpent

Recoil is being increased. This weapon previously had too little recoil for its rate of fire.
First shot recoil increased from 2.5 to 2.75
Maximum horizontal recoil increased from 0.25 to 0.275. Minimum horizontal recoil remains the same at 0.25.


VS LMG Changes
All VS LMGs
All VS LMGs now match the LMG standard of having a 0.2 crouch move COF and a 0.4 stand-move LMG COF. The VS carbines and assault rifles retain their high moving accuracy because it offsets them having lower magazine sizes and a lower than average rate of fire, which are traits that the VS LMGs don’t share.
Orion

This weapon is receiving the standard 0.75x weapon adjustments
Long reload improved from 4.0 to 3.655 seconds
Short reload increased from 3.045 to 3.28 seconds
First shot recoil increased from 2.15 to 2.25
New minimum hip-fire accuracy: 2.25
New maximum hip-fire accuracy: 3.5

VX29 Polaris

Small improvements to reload speeds and full auto-accuracy
Long reload from 5.1 to 4.925 seconds
Short reload from 4.0 to 3.925 seconds
Reduced maximum horizontal recoil drift
New minimum hip-fire accuracy: 2.25
New maximum hip-fire accuracy: 3.75

Pulsar LSW

Increasing vertical recoil so that it better matches the weapon’s rate of fire. This weapon previously had a recoil value that was the standard for most 650 RPM LMGs.
Vertical recoil increased from 0.3 to 0.335
First shot recoil reduced from 2.75 to 2.45
Short reload improved from 3.2 to 3.09 seconds
Reduced maximum horizontal recoil drift
New minimum hip-fire accuracy: 3.25
New maximum hip-fire accuracy: 4.25

SVA-88

Lengthening reloads to match 0.75x move speed weapon standard. This weapon is not receiving the 0.75x moving accuracy penalty because of its lower rate of fire.
Long reload increased from 4.18 to 4.7 seconds
Short reload increased from 3.065 to 3.38 seconds
Vertical recoil reduced from 0.45 to 0.44
First shot recoil increased from 1.5 to 1.75
Max horizontal recoil increased from 0.2 to 0.225
New minimum hip-fire accuracy: 3.0
New maximum hip-fire accuracy: 4.0

Flare

This vertical recoil reduction gives the weapon the same full-auto recoil as the other weapon in its rate of fire class, just in a slightly different pattern.
Vertical recoil reduced from 0.45 to 0.44
New minimum hip-fire accuracy: 3.25
New maximum hip-fire accuracy: 4.25
Tweaked the code that unlocks the secrets of Vanu. It is now 593-754-8133.

Ursa

Small reduction to reload speeds to match the damage output of other weapons in its class. Small increase to accuracy so to better offset its lower rate of fire.
Short reload from 3.6 to 3.72 seconds
Long reload from 4.5 to 4.7 seconds
Vertical recoil reduced from 0.4 to 0.395


VS SMG Changes
Eridani SX5

The below damage change is as overall improvement to the Eridani’s damage curve.
Min damage range increased from 6 to 10
Max damage range reduced from 42 to 40


VS Pistol Changes
Cerberus

Improving accuracy and magazine size. This weapon’s limiter at range is now lower damage instead of lower than average accuracy
Magazine size increased from 8 to 10
Ammunition capacity increased from 56 to 60
All aimed accuracy states improved from 0.6 to 0.3
Hip accuracy improved
Stand: 1.5 to 1.0
Stand move: 2.0 to 1.5
Min damage reduced from 125 to 112


VS MAX Changes
Blueshift

Reducing reload speeds to match damage output of the other MAXes
Long reload from 2.7 to 2.8 seconds
Short reload from 2.0 to 2.3 seconds
Nebula
Reducing short reload speed to match damage output of the other MAXes
Short reload from 2.15 to 2.3 seconds
Cosmos
Improving the damage output over time
Long reload from 3.2 to 3.1 seconds
Short reload from 2.4 to 2.1 seconds


VS Battle Rifle Changes
Eidolon

Improving damage at range and long reload. The damage improvement increases this weapon’s performance at range against targets with nanoweave armor equipped.
Improving damage at range and long reload
Minimum damage increased from 200 at 65 meters to 225 at 75 meters
Long reload improved from 3.5 to 3.4 seconds


NS Weapon Changes
NS-11a and NS-11c

Improved angle so initial burst is more accurate (no shots land on right side) and overall recoil is more controllable.

NS-15m

Same burst improvement as above NS-11 weapons. This weapon is also receiving a small increase to horizontal recoil drift because it was incorrectly set too low before. It now matches the other NS full-auto weapons.
Reduced maximum recoil angle
Very small increase to horizzontal recoil drift
Minimum hip-fire accuracy remains unchanged at 2.0
New maximum hip-fire accuracy: 3.25

All Bolt-Action Sniper Rifle Changes
All sniper rifles have been adjusted to have better defined 1-shot headshot kill ranges. Reload speeds, damage, and other stats have been adjusted to match.
NC14 Bolt Driver, TR M77-B, and VS XM98

Max damage reduced from 750 to 650
Min damage changed from 550 at 750 meters to 400 at 350 meters
Long reload improved from 5.0 to 4.6 seconds
Short reload improved from 3.5 to 3.0 seconds
1-shot headshot until 250 meters

NC SAS-R, TR TSAR-42, and VS Ghost

Long reload improved from 4.5 to 4.0 seconds
Short reload improved from 3.15 to 2.8 seconds
Max damage reduced from 750 to 700
Min damage changed from 550 at 750 meters to 400 at 265 meters
1-shot headshot until 200 meters
Removed sway when using low powered optics

NC LA80, TR SR-7, and VS V10

Long reload improved from 5.0 to 4.7 seconds
Short reload improved from 3.75 to 3.1 seconds
Max damage reduced from 750 to 650
Min damage changed from 550 at 75 meters to 400 at 350 meters
Bolt time increased from 1.3 to 1.395 seconds
1-shot headshot until 250 meters

NC EM4 Longshot, TR RAMS .50M, and VS Parallax

Long reload improved from 6.0 to 5.575 seconds
Short reload improved 5.0 to 4.72 seconds
Max damage changed from 800 to 700
Min damage changed to from 550 at 100 meters to 400 at 400 meters
1-shot headshot until 300 meters

All Semi-Auto Sniper Rifle Changes
NC Gauss SPR, TR 99SV, and VS VA39 Spectre

Long reload improved from 3.6 to 3.3 seconds
Short reload improved from 2.6 to 2.22 seconds
Improved recoil angle so it will more consistently pull to the right

NC Impetus, TR KSR-35, VS Phantom

Long reload improved from 3.6 to 3.3 seconds
Short reload improved from 2.6 to 2.22 seconds
Removed sway weapon using low powered optics

NC Shadow, TR HSR-1, VS Nyx

Long reload improved from 2.9 to 2.76
Short reload improved from 2.0 to 1.95
Min damage range increased from 65 to 75 meters

All Scout Rifle Changes
NC Stalker, TR SOAS-20, VS Artemis

Long reload improved from 2.9 to 2.45
Short reload improved from 2.0 to 1.865
Improved hip accuracy by 0.5 in all states
Min damage range reduced from 65 to 60 meters to match the other weapon of the same damage model

Rocket Launcher Changes

Damage Reduction

All launchers have been reduced in damage so that they better interact with flak armor. The resists on the vehicle side have been modified to match, so all launchers will still be doing the same damage against vehicles as before, with the exception of the Annihilator which got a damage increase.
The Annihilator is getting a damage increase because it already had two downsides, it lacks lock-free fire and it has a longer lock time. We’re removing the third downside.
Default launcher damage = 1135
Decimator and Engineer anti-vehicle turret damage = 1335
All lock-ons, except the TR Striker, damage = 1000
TR Striker damage = 335

Lock-on changes

All lock-on ranges have been reduced to better match the effective attack ranges of infantry versus vehicles
Ground lock-on range reduced from 400 to 300 meters
Air lock-on range reduced from 500 to 450 meters
Close range lock-on times are now faster to better fit the risk/reward gameplay between infantry and vehicles.
All launchers will use their fast lock time if the target is within 100 meters
The lock time will then scale linearly to the far lock time at 300 meters
The far lock time is always used if the target is farther than 300 meters away

Dedicated anti-tank launchers

Fast lock time: 1.5 seconds
Far lock time: 2.0 seconds
Dedicated anti-air launchers:
Fast lock time: 1.0 seconds
Far lock time: 2.2 seconds

Annihilator

Fast lock time: 1.5 seconds
Far lock time: 2.5 seconds

Striker

Fast lock time: 2.0 seconds
Far lock time: 2.25 seconds
Rocket velocity changes
Rocket acceleration has increased to make hitting moving targets easier. Rocket speeds and gravity have been adjusted to match.

Default Launcher

Launch Speed: 35 m/s
Acceleration: 40 m/s
Max speed: 85 m/s
Gravity: 2

Decimator

Launch Speed: 30 m/s
Acceleration: 40 m/s
Max speed: 60 m/s
Gravity: 2.5
Dedicated anti-air and anti-vehicle launchers
Fired rockets will no longer accelerate if fired without a lock

Other miscellaneous changes

Max aimed accuracy now matches the majority of other weapons in the game at 3.0, increased from 2.0. This has no impact on most movement states. The exception is firing while jumping, which will be less accurate now.
Reduced hip accuracy of all rocket launchers that can fire without a lock. They now all match the below. The previous hip accuracy was too high for weapons with this much damage output
Crouch: 2.5
Crouch move: 3.0
Stand: 3.0
Stand move: 3.5
This is an increase of 0.5 to the decimator and 1.0 to all other launchers
Added an upward kick angle to all launchers when firing while aimed. This gives all launcher projectiles a more natural arc that can be learned
Fixed a bug that was causing launchers to reach their aimed accuracy before the iron sight duration had finished
The Striker and Annihilator no longer have predictive tracking. Their projectiles now fly like the other lock-on types (they shouldn’t hit vehicles behind cover now)

NC Phoenix Launcher Changes

Reload speed is now faster at 4.7 seconds, down from 5.2 seconds.
Mana Anti-Vehicle Turret Changes
Projectile lifespan was reduced from 15 to 10 seconds. This drops its max range to match the AV turret’s render distance.
Blast damage reduced against infantry to match its intended role as an anti-vehicle weapon
Max damage reduced from 1000 at 0.5 meters to 500 at 0.35 meters.
Gravity value of 2 added. This only applies if the rocket is no longer controlled.

Underbarrel Grenade launcher Changes

Damage and accuracy values have been adjusted. The previous values were too strong for a weapon that has no resource cost limiter. The biggest change here is that an indirect hit will no longer kill a full health target, only direct hits will.
Blast damage reduced from 1275 max damage at 0.1 meters to 700 max damage at 0.35 meters
Transition time in and out of the launchers increased from 0.550to 0.800 seconds
Added a hip cone of fire
Crouch: 2
Crouch move: 2.5
Stand: 2.5
Stand move: 3.0
Sprint/jump: 7.0
Also added to smoke launchers
Added a penalty to accuracy when aimed and moving. This matches the current values of the rocket launchers
Crouch walking: 1.0
Stand walking: 1.0
Sprint/jump: 3.0
Projectile speed dropped from 50 to 45 m/s
Gravity increased from 3 to 7
Note: This is a larger change then it sounds like. We fixed a bug that was causing the previous gravity value to not apply correctly.
Ammo pack pickup delay increased from 4 to 5 seconds

MAX Anti-Vehicle weapon Changes

All MAX AV weapons except the VS Vortex have had their damage infantry reduced.
All MAX AV weapons now originate their projectile at the eye, making them all more accurate.
Direct damage against vehicles and other MAXes is the same as previous values, unless specifically called out below

NC NCM2 Falcon

Direct damage reduced from 875 to 585
Max blast damage increased from 80 to 90
Increased projectile acceleration, from 30 to 40 m/s
Reload speed is now faster, from 2.1 to 1.9 seconds

NC NCM3 Raven

Direct damage reduced from 490 to 335
Max blast damage increased from 50 to 115
These got a small damage increase against tank armor. Rockets needed to destroy a full health target remains the same
Added gravity value of 1. Only applies if the controlling max dies

TR M3 Pounder

Direct damage reduced from 425 to 285
Max blast damage increased from 100 to 190
Gravity dropped from 10 to 7.5
Counted the number of hairs on Higby's head. The total was 599,687,0498.

TR MR1 Fracture

Direct damage reduced from 315 to 210
Max blast damage increased from 25 to 30
Short reload is now longer at 2.2 seconds, from 1.75 seconds
The flat projectile velocity of 200 m/s has changed to the below
Launch Speed: 70 m/s
Acceleration: 50 m/s
Max speed: 180 m/s

VS Comet VM2

Direct damage reduced from 475 to 315
Max blast damage increased from 80 to 85
Short reload is now longer at 1.6 seconds, from 1.5 seconds
Rate of fire reduced to 110 rpm, from 120 rpm
This evens out the damage output with the other max AV weapons
Accuracy reduced from 0.1 to 0.2


VS Vortex VM21

The short reload is now longer at 1.8 seconds, from 1.5 seconds. This offsets the increased damage against infantry.
Base direct damage increased from 105 to 167
The damage curve is now more consistent across all charge levels. Large changes below
Charge level 1
Fixed a bug that caused charge level 1 to be weaker against Prowlers (and Magriders). Damage is now consistent across all tanks.
Charge level 2
Increased damage against all main battle tanks, infantry, and other MAXes
Small reduction to damage against Sunderers, Lightnings, and all aircraft
Charge level 3
Increased damage against Harassers, Liberators, and other MAXes
Reduced damage against Galaxies. Very small reduction in damage to ESFs (the hits to destroy remains the same as previous live values)
Reduced damage against Vanguards to better match the damage against the other tanks

ChipMHazard
2013-12-17, 12:22 AM
Other Changes

Added bullet drop to VS Shotgun slug ammo because the gravity-free projectiles have been outperforming the other two factions by a large margin

Infantry hitboxes have had small adjustments.

The head hitbox has been adjusted to fix a bug that was causing upper chest shots to count as head shots in certain movement states. Actual headshots should be unchanged. *Unearned* headshots will no longer happen.
Hitboxes now better match the player’s actual geometry. Leg hitboxes have received the biggest change. The rest of the player’s body is less noticeable.


Audio adjustments to give better situational awareness

Muzzle audio range and direction should be easier to locate now
Projectile flybys will now give a better sense of travel direction
We reduced the length of projectile impact audio on infantry. It will be easier to tell if multiple bullets are hitting now, instead of multiple bullets blending together to sound like one impact.

Nanoweave Armor

Nanoweave no longer increases the player’s health pool. It now adds a resistance against infantry small arms and rapid fire vehicle weapons only
This change means that Nanoweave will no longer add survivability against damage types that it wasn’t intended to counter, like blast damage
The strength of Nanoweave against the valid damage types remains the same as before
Headshots will now always bypass the Nanoweave resist and do full damage
Nanoweave no longer stacks with the Heavy Assault’s Resist Shield ability. This was not intentional and it was granting the Heavy Assault too much survivability when compared to all other classes
All Nanoweave certs have been refunded

Flak Armor

Flak armor now resists direct damage from explosive weapons in addition to resisting AOE damage

VS MAX Zealot Overdrive Engine

This ability has proven to be an all-around upgrade compared to the baseline MAX. It is receiving an overhaul to make it more of a situational ability compared to before. In addition, both the speed and damage increases are being reduced so that the ability better fits into the MAX vs. infantry balance.
The MAX’s movement speed increases by the below amounts when AOE is active
Forward walk speed increases by 50%
Strafe and back walk speeds increase by 43%
Sprint does not get a speed increase, though the MAX will reach top speed faster
The weapon damage increase is now the same across all cert levels
Only close range damage is increased
Far range damage and blast damage are no longer increased
The ability lasts for 15 seconds and it cannot be turned off after activation. This does not change when ranking the ability up
A reuse timer has been added. Each cert rank will reduce this timer
Each cert rank now reduces the damage taken
Rank 3 is equivalent to the previous amount of damage taken
Ranks 1 and 2 will take slightly more damage
Ranks 4 and 5 will take less damage compared to the previous amount of damage taken
All Zealot Overdrive Engine certs have been refunded

Miscellaneous

Tank mines and anti-personal mines are no longer highlighted by thermal or night vision
MAX footsteps are now louder
The below explosives have had their blast damage reduced to match the Nanoweave change
NC Bouncer: Max damage reduced from 1225 to 1000
VS Proximity Mine: Max damage reduced from 1225 to 1000
C-4: Max blast damage range reduced from 2.5 to 2.0 meters
The VS turret shield now has two-way collision (same as the other two factions)
MAXes now take longer to revive. This gives the other side a longer window for denying that revive
Uncerted heal tool = 6.0 second revive time
Max rank heal tool = 4.2 seconds to revive
Laser Sight attachments will no longer reduce hip accuracy when jumping or sprinting





Some long ass patch notes right there:p

Mordelicius
2013-12-17, 01:36 AM
Thanks.

I'm still trying to digest all info from all the changes.

My main concern so far, as before in this thread (http://www.planetside-universe.com/showthread.php?t=56999) are shotguns. With the hipfire nerf, and the nanoweave, headshot resist, and hitbox changes, there will be a premium on accuracy and burst damage for headshots. I'm wary if shotguns dominate like hell again.

Some interesting things on preliminary read:

- Higby's haircount is 599,687,0498 (under Pounder) :confused: :lol:
- Finally, they fixed Basilisk resupply from 25 to 100 per tick. That thing takes forever to resupply.
- VS Shotgun Slugs will have a drop (some PSU member will be happy).
- AV Mana Turret's damage has been reduced. The range has also been reduced, although it's hard to contextualize lowered projectile lifespan from 15s to 10s for someone who has never used one. So what's the exact range now?
- AV Max infantry damage reduced except for Vortex (will have to see the effect on Comets and Fractures).
- Maxes take longer to revive. Awesome. Now, all have to do is increase revive time for every infantry death/res until a cooldown (say 2 minutes?) Cooldown removed if player respawns.
-Beacon exploit inside tunnel exit fixed. I hope that's what it was.

Canaris
2013-12-17, 07:13 AM
Ar those patch notes will replace the whale in my nightmares ;)

That really is a huge list of game changes, I'm impressed

camycamera
2013-12-17, 07:31 AM
the biggest nerf patch ever?

but apart from that, i like some of the changes.

AThreatToYou
2013-12-17, 08:26 AM
Hey, there were some buffs, too.

weren't there?

Hamma
2013-12-17, 08:27 AM
Holy patch notes batman. I simply don't have time to transcribe this to our Wiki, any takers? :lol:

Canaris
2013-12-17, 08:38 AM
Hey, there were some buffs, too.

weren't there?

you must be reading the TR nerf tome section, check the NC bit for the buffs

AThreatToYou
2013-12-17, 08:44 AM
you must be reading the TR nerf tome section, check the NC bit for the buffs

I like how they did nothing to the S12 renegade shotgun, which has been obviously completely and 100% useless since its first incantation

also, where's the nanoweave refund?

War Barney
2013-12-17, 08:52 AM
Loving the fixes to harrasser, hopefully they wont be utterly slaughtering everything anymore. I'm just hoping these hip-fire changes don't leave VS even more OP than before, as a NC it wont affect me really as our LMGs have always been so awful at hipfiring that I've been using ADS all the time while VS never have to really. Hopefully now VS will need to ADS and it wont end up with TR and NC being uttterly worthless with LMGs while VS still hipfire fine.

Emperor Newt
2013-12-17, 09:11 AM
So many good changes

http://stream1.gifsoup.com/view1/3406508/slow-clap-o.gif

Hopefully the next severely needed balance changes wont take so bloody long!

deadmanwalking
2013-12-17, 09:51 AM
Balance?, I guess I need to re-read it all, I kept seeing the words reduce and decrease across the board, not sure this will do anything. My take on this is that battles will take longer as more shots will be needed to kill anything.

Although I like the snowman feature, it would be even better if the snowmen fought back.

Emperor Newt
2013-12-17, 10:10 AM
Balance?, I guess I need to re-read it all, I kept seeing the words reduce and decrease across the board, not sure this will do anything.
Wait? What? I don't even...

Artimus
2013-12-17, 10:23 AM
Phoenix nerf is the only thing im not liking I thouggt it was perfectly balanced the way it was.. ill be pissed if this makes it useless..

War Barney
2013-12-17, 10:33 AM
When is this patch meant to be? it said it starts at 2pm GMT and is 1.30 hours but its not 3:30 and unless the patch was so tiny I missed it downloading its not happened yet.

Harrod
2013-12-17, 10:45 AM
Phoenix nerf is the only thing im not liking I thouggt it was perfectly balanced the way it was.. ill be pissed if this makes it useless..

The way i read it, the only way it's changed is a faster reload; the bullet-pointed 'Mana Anti-Vehicle Turret Changes' under that line looks like a formatting error. Phoenix minibuff woo :)

Emperor Newt
2013-12-17, 11:59 AM
When is this patch meant to be? it said it starts at 2pm GMT and is 1.30 hours but its not 3:30 and unless the patch was so tiny I missed it downloading its not happened yet.
They changed it two times. Now it's: TBA
Most likely patching will happen during EU prime-time. As always ;)

VikingKong
2013-12-17, 12:34 PM
Yay. All my fav guns are getting buffed, and the Harasser is getting nerfed. Merry Christmas, me. :love:

Plaqueis
2013-12-17, 12:45 PM
They changed it two times. Now it's: TBA
Most likely patching will happen during EU prime-time. As always ;)

On Cobalt just now:
"Server shut down in 15 minutes; maintenance"

So yeah, on EU primetime once again.

Red Ketchup
2013-12-17, 12:51 PM
Some interesting things on preliminary read:

- Higby's haircount is 599,687,0498 (under Pounder) :confused: :lol:


Plus:
- Tweaked the code that unlocks the secrets of Vanu. It is now 593-754-8133. (under Flare)
- Recalculated the number of NC killed by C4'ing themselves. The new total is 591,432,0499. (AC-X11)
- Removed 1 from each digit in the Terran Republic's ethics hotline. Please now call 442-225-0360 to report any violations. (CARV-5)
- Reversed the order of digits to make this code more unique 5963-466-855 (C85 Canister-H)

Blynd
2013-12-17, 01:29 PM
So under these changes is nanoweave worth the certs anymore or are there better options finally or rather different options :)

CanVer
2013-12-17, 01:51 PM
Saron LC max damage is decreased by 120
M20 Mustang max dmg is by 150
M18 Needler max dmg is by 115

Hailstorm max dmg by 130
NC vortek max dmg by 180 (you gotta be kidding me)
M18 Rotary max dmg by 115

NC is getting hit very hard here. TR gets the least damage decrease. A very balancing nerf indeed.

At least they did something for AC-X11 and Reaper DMR so they won't be so useless anymore.
------------------------

So nanoweave will have no effect on resist shield anymore?

KesTro
2013-12-17, 01:57 PM
A lot of things looking really harsh here on paper but I'll still have to wait until it goes lives to pass any judgment. Could this be the death of UBGL spamming though? I imagine we'll still see it by if people can't 1 shot folk with it anymore I think that'd be a huge selling point to find another gun hehe.

Redshift
2013-12-17, 02:08 PM
I'm concerned that they seem to be increasing ROF of some guns and increasing their COF to compensate, that just scream low skill spray and prey.
I'm worried with the fracture projectile change too, it seem like they're making hitting anything moving more about luck than skill, imo that reduces fun.

Verrijden
2013-12-17, 02:26 PM
Its nice to see they aren't ruining my beloved SVA-88. I was a bit worried before reading the actual numbers. Thanks for posting all this in one thread!

Kenshiken
2013-12-17, 03:50 PM
I wonder what that title name would be by slaying those lovely Snowman's.

Biscuit
2013-12-17, 04:02 PM
regarding the flare, guess its time to unlock that secret power.

anyone got a phone handy?

KesTro
2013-12-17, 05:38 PM
regarding the flare, guess its time to unlock that secret power.

anyone got a phone handy?

As far as I could tell they were SC codes.

Ghoest9
2013-12-17, 06:30 PM
Other Changes

Added bullet drop to VS Shotgun slug ammo because the gravity-free projectiles have been outperforming the other two factions by a large margin





hmmmmmmm

Ghoest9
2013-12-17, 06:39 PM
I think I love about 95% of the changes.
I dont mind about 4%
Theres probably 1% that will be a problem.

BeyondNinja
2013-12-17, 08:14 PM
I like how they did nothing to the S12 renegade shotgun, which has been obviously completely and 100% useless since its first incantation

also, where's the nanoweave refund?

I'm fairly certain a nanoweave refund was in fact mentioned somewhere in there

HereticusXZ
2013-12-17, 08:29 PM
http://cdn.memegenerator.net/instances/500x/43958689.jpg

BeyondNinja
2013-12-17, 08:30 PM
As someone who primarily plays NC I like the infantry weapon changes, I think the nerfs to hip-fire accuracy on the LMGs and ARs are fair enough, as long as its not too harsh on the ARs.
At first glance the 0.75ADS weapons don't seem to have been hit all that hard, except for maybe the SVA-88, and I'm not sure why the Lynx was nerfed so much...
I love how the Reaper and especially the AC-X11 were finally buffed as I've always been put off by their small mags; hopefully the buff wasn't overdone.
I've been waiting for the GD-7F's bloom to be fixed for a long time so I was glad to see that, and it's also nice to see the GD-22S being given more of a niche with the reload buff.
Other than those, I might also have to dust off the rebel again, now that it has a reasonable mag size, and see if it competes with my trusty underboss yet...

The AV MAX weapon changes were much needed imo as long as they're more or less the same against vehicles.
Not sure about all the vehicle weapon damage changes as with the resist changes all the values are a bit of a convoluted mess atm, and I'm still not convinced by the Enforcer Modified/Canister...
My first reaction to the ZOE and Harasser nerfs is that they've probably been overdone - they definitely needed some sort of nerf but this may be too much, so I guess it remains to be seen on live.
Anti-air lockon changes look to be be a good start, reducing the range so they're actually escapable while making them a better deterrent to hover-podders within 100m.
Nanoweave and Flak changes will be very... interesting... I won't be sad to see the dominance of Nanoweave come to an end as I personally feel it messes with gun balance too much, but the new flak armour looks like it could be a bit too good - time will tell.

Falcon_br
2013-12-18, 03:11 AM
My max with flak armor is still taking lots of damage from enemy rockets... They didn´t fix it, kinect armor looks better for everything that is not a c4.
Used 40 anti tank mines today, no kill with then, I really don´t know if they fixed the anti tank mines.
Zoe are no longer a threat, also the halbert is bad and the vulcan useless against enemy infantry.
Looks like I will start using my tank with a kobalt on it, because it is now the best AI weapon on the game.
Also used a marauder near an enemy sunderer, could not kill everyone like they are doing with the fury right now, looks like the marauder is inferior to the fury after all that nerf.
I tried to use a double bulldog sunderer to check if it is better now... no luck

Also, everyone is flying on Esamir to find those snowmen, you see people flying everywhere without a target, just looking for snowmen.

SgtMAD
2013-12-18, 06:40 AM
well, I am done with all this bait and switch crap,SOE sells you something and then nerfs the hell out of it when they feel like it.

can you imagine any other business pulling this shit?

cancelled my sub today, I refuse to support this crap any more.

Ruffdog
2013-12-18, 07:12 AM
So they finally realised that letting Zoe be toggleable with no cool down was a bit silly. Hooray
Also Harrassers and AV Mana turrets getting a nerf bat pleases me. Or it will when I get back into PS2

ChipMHazard
2013-12-18, 07:43 AM
My max with flak armor is still taking lots of damage from enemy rockets... They didn´t fix it, kinect armor looks better for everything that is not a c4.


I don't think the flak armour buff was ever supposed to also apply to MAXes.

Hyncharas
2013-12-18, 07:45 AM
If anything I think lock-on weapons are worse now more than ever; it's bad enough that every time aircraft go behind an aerial you lose tracking when in flight, but if you can't hit anything unless it's closer to you, it feels like aircraft ecm has an increasingly rediculous advantage.

CanVer
2013-12-18, 08:19 AM
Decimator got decimated.

Emperor Newt
2013-12-18, 09:48 AM
well, I am done with all this bait and switch crap,SOE sells you something and then nerfs the hell out of it when they feel like it.

can you imagine any other business pulling this shit?

cancelled my sub today, I refuse to support this crap any more.

The one thing I learned about F2P games, especially in PS2: Never spent real money on something that is subject to balance changes (at least not full price. With double SC and 50% off it's a different thing, but still).
Buyers remorse is quiet a bitch in this game.

Falcon_br
2013-12-18, 01:06 PM
I just wish they refunded the harasser composite armor, because right now, it looks useless.

mrmrmrj
2013-12-18, 01:12 PM
well, I am done with all this bait and switch crap,SOE sells you something and then nerfs the hell out of it when they feel like it.

can you imagine any other business pulling this shit?

cancelled my sub today, I refuse to support this crap any more.

Your sub is still active until the end of your current billing period. Cancelling doesn't actually do anything but turn off auto-renew.

bpostal
2013-12-18, 01:19 PM
Your sub is still active until the end of your current billing period. Cancelling doesn't actually do anything but turn off auto-renew.

Cancelling also has the side effect of 'nullifying' your monthly membership SC reward.

KesTro
2013-12-18, 01:48 PM
As people have said, things getting nerfed and buffed is the nature of game balance. I wouldn't go so far as to call it bait and switch though. When you spend 7$ on that shiny new toy. You're not actually buying that shiny toy you're buying access to whatever SOE tells you that toy is.

I go under that presumption before buying anything in any game. Cosmetics ahooy! :D

xMJx
2013-12-18, 02:07 PM
the nerf crashed the server ^^ not able to play since yesterday. yayyyy

KesTro
2013-12-18, 02:42 PM
Nerf too strong, nerf nerfs.

Emperor Newt
2013-12-18, 02:45 PM
Have to read the patch notes again. Maybe they simply nerfed the servers too.

Falcon_br
2013-12-18, 03:11 PM
Since the update I played fo 2 hours.
All the other time Waterson was down.

Tatwi
2013-12-20, 04:22 PM
Other Changes

The head hitbox has been adjusted to fix a bug that was causing upper chest shots to count as head shots in certain movement states. Actual headshots should be unchanged. *Unearned* headshots will no longer happen.


Told ya so, like 9 months ago. lol...

Missundaztood
2013-12-23, 06:25 PM
I can't understand why people rage quit/unsub because things change. Yes, granted you spent station cash on a weapon, yes it changes things but given the nature of this game change is bound to happen.

Whilst I'm lucky in a sense, that my beloved SMG Cyclone hasn't been nerfed I've accepted that this may happen one day and it might suck, but on the plus side it means I may have to switch weapons and alter my approach in game. This I believe is a good thing! A new challenge!

If it bothers players that much, don't purchase weapons with station cash and use certs instead.