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2004-02-10, 04:25 PM | [Ignore Me] #1 | ||
Major
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http://www.planetside-universe.com/index.php#781
Player Response Updates The PlanetSide Development Team has been lurking the official forums and other feedback channels, watching for what players are looking for to help balance the battlegrounds and improve the overall flow of the war for Auraxis. After much review and internal design consideration, the team will be initiating the following enhancements. Vehicle Weapon Clip Size Changes The follow changes affect how much ammo is carried in each vehicle's clip. Basilisk: Was 250, now 100 Deliverer: Was 250, now 100 Harasser: Was 250, now 150 Liberator (rear gun only): Was 250, now 150 Lightning (20mm only): Was 250, now 150 Magrider (PPA only): Was 250, now 150 Marauder (GroundPounder): Was 20, NOW 50!!! Marauder (12mm): Was 250, now 150 Mosquito: Was 250, now 150 Prowler: (machinegun only): Was 250, now 200. Vanguard: (machinegun only): Was 250, now 200. Vehicle Ammo Box Size Changes Vehicle Ammo Box Capacity Changes The following ammo boxes have had their capacity changed. 20mm ammo: Was 100, now 200. (affects Deliverer Lightning, Vanguard) 12mm ammo: Was 100, now 300. (affects Basilisk, Harasser, Mosquito, Prowler, Marauder, Skyguard). Liberator bombs: Was 10, now 20. 25mm (Liberator tailgun): Was 100, now 150. GroundPounder: Was 50, now 100. Flux cannon: Was 50, now 150. 150mm cannon: Was 100, now 50. The change in 150mm ammo box capacity affects the Vanguard's ammo supply, which was far in advance of its other-Empire counterparts. MAX Armor TR MAX Dual-Cycler is now Anti-Infantry. TR MAX Pounder is now Anti-Vehicle. Its projectiles have been given extra accelerant and now fire in a flatter, longer trajectory with higher velocity. The warheads have been changed to punch through armor. The Pounder is now a sort of light tank cannon now. TR MAX (all): Anchoring and un-anchoring are slightly faster now, reducing their vulnerability. VS MAX (all): The COF of VS MAXes will not enlarge as quickly now while jumping. This allows them to use their weaponry more effectively while in the air. Anti-Vehicular Weapons The ammo boxes for all of the current Anti-Vehicular Weapons have been increased in capacity. Striker: Old - 5; New - 15 (per ammo box). Phoenix: Old - 3; New - 9 (per ammo box). Lancer: Old - 6; New - 18 (per ammo box). The AV weapons suffered from not being able to carry enough ammunition for the player to feel like they were effective in the field. By the time they fired all their ordnance, they had only killed a couple things. This helps in that regard. The Lancer's Cone of Fire while turning has been reduced. Its projectile speed is slightly faster as well. This allows it to be more accurate and lets the Lancer capitalize on its "direct-line of fire" capability, making it more effective. The Decimator will become available through the Anti-Vehicular certification. It will no longer be a part of the Special Assault arsenal. Special Assault The Rocklet and Thumper ammo boxes have both been increased in capacity. Rocklet: Old - 6; New - 15 (per ammo box). Thumper: Old - 6; New - 12 (per ammo box). Rocklet users won't run out of shells so fast, making the weapon more attractive. Thumper users will be able to carry a wider variety of grenades to carry because they can carry more of them in each box. By loosening up inventory, this makes this weapon more useful. Both of these changes also enhance the Punisher. Jackhammer It will now take longer for the Jackhammer to switch between its primary and secondary fire modes. Shotgun Shells The shotgun shell ammo box has been decreased in capacity. Shotgun shells: Old - 30; New - 16 (per ammo box) This brings the Jackhammer and Sweeper back down into balance with other weapons' damage potential and inventory requirements. Ancient Tech (Core Combat) Weaponry Maelstrom grenades now cost ten energy to fire instead of five. The original cost was too low for balance. That became obvious during the balance pass. Implants Stamina drain from the Range Magnifier and Enhanced Targeting implants has been removed. The stamina drain on the Personal Shield implant has been decreased to approximately one third. Damage still reduces the shield on a one-for-one stamina cost. This change only reduces the cost of leaving it on. Minor points, but still should be listed: Advanced Regeneration and Advanced Targeting have been renamed to Regeneration and Enhanced Targeting (since there is no basic Regen or Targeting implant). Vehicle Adjustments Several vehicles will have their gear ratios and maximum speed adjusted, allowing for better torque on hills and faster acceleration. Also, certain vehicles will see their collision damage reduced to prevent an increase in the much maligned vehicle mowing from the above changes. ANT: Substantial improvement to gear ratio. Basilisk: Slight improvement to gear ratio. Wraith: Slight improvement to gear ratio. Harasser: Substantial improvement to gear ratio, increased top speed to 80 kph. Skyguard: Substantial improvement to gear ratio, increased top speed to 80 kph. Thresher: Substantial improvement to gear ratio, decreased collision damage. Enforcer: Substantial improvement to gear ratio, decreased collision damage. Marauder: Substantial improvement to gear ratio, increased top speed to 75 kph, decreased collision damage. Deliverer: Slight improvement to gear ratio, decreased collision damage. Lightning: Increased top speed to 75 kph. Galaxy: Increased top speed to 85 kph. Mines Proximity Mines will now do 50% more damage to vehicles. Respawn Delay Improvements We are running tests on the Test Server that are intended to find a solution allowing respawn delays to be minimized without radically changing the balance between offense and defense. Stay tuned for further details during testing. Even More A few more additions will be part of the following update, but are not included in the current Test Server build. These are listed below. Hand Grenades Hand Grenades will now come in clips of three, though they will require the same amount of inventory space as before. i.e. A clip of three grenades will take up the 2x2 inventory space that a single grenade consumed before. Ancient Tech (Core Combat) Weapons Hand-held AT weapons are getting "recharge capacitor units" (Ancient Tech "ammo") that you can buy at AT equipment terminals or at facilities with the Equipment module benefit. This allows them to be recharged in the field, making these weapons more attractive. MAX Armor TR Burster will only do direct damage to non-aircraft targets. It will no longer inflict splash damage on infantry and ground vehicles. |
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2004-02-10, 04:31 PM | [Ignore Me] #3 | ||
First Lieutenant
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Is it just me or is the link a little off?
'Yeah it was me stupid IE' "Me don't likes the mg ammo change in the prowler thing is already a pea shooter now they just made it so now you gotta shoot for two mins on a guy and reload a few times before doing it over all though pretty cool" Last edited by ORANGE; 2004-02-10 at 04:36 PM. |
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2004-02-10, 05:39 PM | [Ignore Me] #8 | |||
Contributor Major
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Surely its coming because there isnt a single thing left in planetside for them to ballance now Last edited by Queensidecastle; 2004-02-10 at 05:41 PM. |
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2004-02-10, 06:00 PM | [Ignore Me] #12 | ||
Indeed, mines need to do different damage depending on what they are hitting, it will be nice now that the Van even notices them, but think of my poor harrasser. Though this does make it so you'll need infantry support to breach a mine field, which is nice.
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{BOHICA} |
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2004-02-10, 06:38 PM | [Ignore Me] #13 | ||
Corporal
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With this new mine buff they ought to put in a "Leg Blow Off Animation", so when an infantry takes a bad step KABOOM, leg that way, leg this way, total testicular vaporization, and a torso flying through the air...if there was no blood I'm sure they could keep the T rating...somehow...plus they need those sweet Call of Duty mine explosions...yea baby, now that's a mine.
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Strong are the Darkest Ones I'd Sooner Laugh with the Sinners then Cry with the Saints |
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2004-02-10, 06:45 PM | [Ignore Me] #14 | ||
First Sergeant
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WOW, CE really got a buff here. I predict we will start seeing the 'nerf' the mines posts really soon. They probably should have reduced the number of deployable mines from 20 down to 10, since they are much more powerful now.
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KIAsan [BWC] If it's not nailed down, it's mine. If I can pry it up, it's not nailed down. |
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2004-02-10, 06:51 PM | [Ignore Me] #15 | ||
Yeah the new mines are going to put a dent in alot of people transport, a basil will be destroyed in one mine now
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All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. |
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