View Full Version : Going green.
Chewy
2014-02-19, 09:39 PM
https://pbs.twimg.com/media/BgexdibCIAADDAf.png
https://forums.station.sony.com/ps2/index.php?threads/looks-like-the-new-amerish-is-coming-out-in-tomorrows-update.174027/
https://twitter.com/mhigby/status/436301193489301504
HereticusXZ
2014-02-19, 11:24 PM
I love it, Especially the TR control part.
almalino
2014-02-19, 11:30 PM
I love it, Especially the TR control part.
WTH, TR controles the whole Amerish on the screenshot?
Not Possibrrrrreee!!!!
Mordelicius
2014-02-20, 03:25 AM
The tricky part with Amerish is the road system. The original was not conducive to battleflow at all in any form
War Barney
2014-02-20, 07:15 AM
Woo! so we can expect the servers to actually do down at 4pm GMT then go back up at 1am as per standard soe policy? =p
Calista
2014-02-20, 10:40 AM
I hope they lower Indar pop limit to something like 100 :lol:
Plaqueis
2014-02-20, 12:34 PM
https://twitter.com/mhigby/status/436301193489301504[/url]
Meh.. the one reason to actually log in (i haven't had any urge to play for few weeks now) is delayed... oh well, see you when those are in game i guess.
Plaqueis
2014-02-20, 12:35 PM
https://twitter.com/mhigby/status/436301193489301504
Meh.. the one reason to actually log in (i haven't had any urge to play for few weeks now) is delayed... oh well, see you when those are in game i guess.
VikingKong
2014-02-20, 01:22 PM
The tricky part with Amerish is the road system. The original was not conducive to battleflow at all in any form
That hopefully won't be a problem any more. \/
Improved roads throughout the map for easier travel
Falcon_br
2014-02-20, 03:29 PM
1.7 GB patch!
Downtime Start: 6 AM PT (3 PM CET) *Time Zone Converter
Downtime ETA: Up to 6 hours (12:00 PM PT)
Patch Notes:
Amerish Revamp
Implemented the Lattice system
Performance pass
Separated the Facility Satellites into independent outposts
Added 9 brand new outposts!
Updated, polished and/or reconstructed every outpost on the continent
Added the multi-cap point Amp Station at Sungrey
Improved roads throughout the map for easier travel
Updated resource rewards to maintain resource clusters on the updated Amerish continent
Increased major facility resource rewards on Amerish from 30 to 50
Bug Fixes
The Hunter QCX crossbow can now be trialed
Fixed audio not playing when reloading an empty Hunter QCX crossbow
Corrected the look of the Stargazer when camo is applied
Fixed an issue where the damage from flying over an enemy's spawn room would sometimes persist
Camos should now apply to all vehicle cosmetic attachments
All bolt action sniper rifles will now play the reload animation when they are empty
Client crash fix
Server optimization
Balance
All Infiltrator cloaks now become less visible at a faster rate after sprinting. This is especially noticeable when transitioning from sprinting to crouching.
Hunter QCX normal bolt damage adjustments
Minimum damage range increased from 30 to 35 meters
Maximum damage range increased from 50 to 60 meters
This makes the bolt a consistent 2 shot kill against full nanoweave targets for up to 40 meters
Hunter QCX explosive bolt damage adjustments
Min damage range increased from 20 to 30 meters
Max damage range increased from 40 to 50 meters
This makes the bolt a consistent 8 shots to kill against stock MAX units for up to 40 meters
Maintenance
Purging old characters
synkrotron
2014-02-20, 04:44 PM
I downloaded the 1.7gb patch, restarted my client and there was another 40mb patch.
Just managed to get online and noticed that the lattice lines have not appeared.
I haven't had time to check if Amerish itself has been updated and it's just the lattice lines missing from the map... I'll have to wait until tomoz now cos I'm off to beddybies :D
Edit:-
Just seen MH's latest tweet and it's just the lattice not showing, which they will fix without any further downtime, apparently
Snoopy
2014-02-20, 07:16 PM
Yep, they've fixed it.
bpostal
2014-02-20, 09:25 PM
I'm a fan of the new bases, the caves at the Ascent are pretty cool to fight through. Most every base I've seen has put obvious thought and concessions to better the flow of a fight. I also got killed multiple times because I was gawking at the new area and not paying attention; Damn those dirty Infils.
There's even an area south of Kwahtee Mountain someething or another that straight up gave me flashbacks of fighting in between the trees on Solsar. For the first time in a long time, I felt like I was playing Planetside.
capiqu
2014-02-21, 12:31 AM
I love the new Amerish. I was very exited as I explored the test server and I wasn't dissapoint in live play. It feels so much like Planetside1. Especially fighting from tree to tree, it felt much like Forseral.
Also, whats with Matterson and the constant 40%+ VS pop?
synkrotron
2014-02-21, 12:59 AM
I'm looking forward to my first outing to Amerish this afternoon then :D
Sounds like there's plenty of gawking to do, in which case I might cert up that stalker cloak so I'm at least invisible while in gawk mode haha
ChipMHazard
2014-02-21, 05:48 AM
What I'm most interested in finding out is what people think of the new indoor areas. Here to stay and more please or not so much?
HereticusXZ
2014-02-21, 06:30 AM
What I'm most interested in finding out is what people think of the new indoor areas. Here to stay and more please or not so much?
Absolutely, I love the new warehouse/garage type structures and the underground tunnel fights like the "A" point at Ascent or South Khawatee Mountain are a thrill to fight at.
Probably the most "interesting" of these underground infantry zones is the Subterranean Nanite facility on the eastern most lattice lane of Amerish. It's a facility with two shield generators protecting the core of the base, 3 levels below the surface - You have to nock out each generator to peel away another level of the facility.
This facility is absolutely awesome to fight around but extremely frustrating with how easily the enemy can get past attackers.
My squad was joined by just short of two platoons worth of pubs, 48+ TR, 87% of the facility population versus a single NC squad and we couldn't take it, at all. The NC kept pulling vehicles from Xelas and picking off our Sundys while all the troops were stuck pushing underground to A point. More or less we were probably really bad just focusing on exploring the new base rather then playing tactically, but even with such number differences you'd expect the defenders to have a little more of a struggle to defend... It was completely a one sided fight.
I'd love it if the defenders teleporters or elevators were disabled after the second generator is nocked out, or rather then a elevator/teleport straight to the surface perhaps a long tunnel from the spawn that exits out somewhere 100m away from the base to spread out the fighting from these 3 very small and cramped levels. Ideally something like what was done with Khawatee South Mountain.
Overall this facility is fun because it feels like a mini-main facility.
Ruffdog
2014-02-21, 08:07 AM
1.7 GB patch!
Maintenance
Purging old characters
Nice looking notes but I hope they dont screw the purge up. I mean how old is old?
CraazyCanuck
2014-02-21, 10:22 AM
Absolutely, I love the new warehouse/garage type structures and the underground tunnel fights like the "A" point at Ascent or South Khawatee Mountain are a thrill to fight at.
Probably the most "interesting" of these underground infantry zones is the Subterranean Nanite facility on the eastern most lattice lane of Amerish. It's a facility with two shield generators protecting the core of the base, 3 levels below the surface - You have to nock out each generator to peel away another level of the facility.
This facility is absolutely awesome to fight around but extremely frustrating with how easily the enemy can get past attackers.
My squad was joined by just short of two platoons worth of pubs, 48+ TR, 87% of the facility population versus a single NC squad and we couldn't take it, at all. The NC kept pulling vehicles from Xelas and picking off our Sundys while all the troops were stuck pushing underground to A point. More or less we were probably really bad just focusing on exploring the new base rather then playing tactically, but even with such number differences you'd expect the defenders to have a little more of a struggle to defend... It was completely a one sided fight.
I'd love it if the defenders teleporters or elevators were disabled after the second generator is nocked out, or rather then a elevator/teleport straight to the surface perhaps a long tunnel from the spawn that exits out somewhere 100m away from the base to spread out the fighting from these 3 very small and cramped levels. Ideally something like what was done with Khawatee South Mountain.
Overall this facility is fun because it feels like a mini-main facility.
That sounds awesome! Can't wait to try it out. Thanks for the heads up Hereticus!
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