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PSU: I have 2550 points of greif, is that bad?
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2013-04-03, 07:04 AM | [Ignore Me] #1 | ||
Contributor Lieutenant Colonel
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All servers will come down for Game Update 06 beginning at 6:00 AM. Downtime is anticipated to be less than 2.5 hours. Players may note the following changes:
General Updates Service Ribbons
New in the Depot
Tank Mines Will no longer arm if thrown on top of a vehicle. All Shotguns
NC GD-66 Claw, TR TRS-12 Uppercut, and VS Phobos VX86
Extended ammunition lowered from +5 ammunition to +4. NC Scattercannon
The charge on the Lancer can now be sustained through switching to different fire modes (in/out of ironsights)
Vehicle Updates
All Phalanx Turrets Increased damage resistance to Aircraft Machine Guns from 85% to 94%. This makes it similar to the damage aircraft machine guns can do to tank top armor. Spear Phalanx Turret (Anti-Vehicle)
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2013-04-03, 07:10 AM | [Ignore Me] #2 | |||
Sergeant Major
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Hmm...
Weapon Ribbons=10 kills Revive Ribbon=15 revives Healing Ribbon=Heal 10,000 points Repairing Ribbon=Repair 15,000 points Piloting Ribbon=20 driver assists Dont really like how its easy to get a weapon ribbon but harder for teamwork ones.. Should be 15-20 kills and 10 revives and less healing/repair points. Encourage teamwork over kill whoring. Seems like a good update but there is still some older bugs that havent been fixed, there was a great thread on reddit about it. Also 2.5 hour expected down time... It took them 4 hours to change a few data entrys for the phoenix/lancer, something this big.. Id expect at minimum 6 hour downtime.
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Last edited by Koadster; 2013-04-03 at 07:45 AM. |
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2013-04-03, 07:44 AM | [Ignore Me] #8 | ||
Master Sergeant
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Does that chamber time mean reloading or the time it takes to shoot another shot?
Edit. Found out that it might mean reloading. So pump actions aren't changed that much. They still dominate 0-5m and still suck at more distance. Auto and semi auto shotguns are in the borderline of being completely useless though. Although it might have the psychological effect of being nerfed and nobody using them anymore, so I think they might have succeeced in making cqc very boring. Last edited by Snydenthur; 2013-04-03 at 08:06 AM. |
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2013-04-03, 08:27 AM | [Ignore Me] #9 | |||
Sergeant Major
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Their weakness is that (1) they don't get manned a lot of the time and (2) it doesn't take much damage to kill them. Their actual damage output (especially for something that's free and doesn't require any certs) was already very solid. Personally I'd have buffed their health a bit, rather than making them even more deadly. |
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2013-04-03, 08:38 AM | [Ignore Me] #13 | |||
Contributor Private
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2013-04-03, 08:40 AM | [Ignore Me] #14 | ||
Staff Sergeant
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AV Phalanx turrets can be pretty deadly, but only if they are left alone. I agree they should boost their defence a bit more.
I'd still keep the damage buff. They get destroyed anyway, so make them tougher and deadlier. They will need to be destroyed (not just easy XP), and people will still want to man them as they can withstand bigger punishment, as well as dish it out. I don't find them useful enough currently, even if they can be capable weapons in certain situations. Anti-personnel turrets definitely needed some work. Looks like the right thing to do. As for the rest of the GU, can't complain with more XP. We'll have to see what the Alert System brings, but I don't expect it to be a game changer. I nice step in the right direction though. Not a shottie user, so I will withhold comment. Personally, I have yet to encounter the frustration that many seem to share here with shotguns, and I don't have to face Scatmaxes. |
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