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2013-12-17, 12:18 AM | [Ignore Me] #1 | ||
https://forums.station.sony.com/ps2/...pm-cet.162621/
Downtime Start: 6 AM PT (1 PM CET) Downtime ETA: 90 Minutes PU02 Patch Notes Performance:
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:
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
Last edited by ChipMHazard; 2013-12-17 at 03:38 AM. |
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2013-12-17, 12:18 AM | [Ignore Me] #2 | ||
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.
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
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
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
M60-G Bulldog
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
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
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
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
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
Last edited by ChipMHazard; 2013-12-17 at 12:27 AM. |
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2013-12-17, 12:18 AM | [Ignore Me] #3 | ||
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
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
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
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
No major adjustments here for this update. Just adjusting for resist change and adding a legshot penalty
No major adjustments here for this update. Just adjusting for resist change and adding a legshot penalty
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
Supernova PC
Titan-150 HEAT
P2-120 HEAT
Spear
C150 Dalton
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:
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
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
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.
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.
__________________
Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
Last edited by ChipMHazard; 2013-12-17 at 01:34 AM. |
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2013-12-17, 12:19 AM | [Ignore Me] #4 | ||
Weapon Balance
Major changes
GR-22
GD-7F
NC6 Gauss Saw
LA8 Rebel
Scattercannon
NC Battle Rifle Changes Warden
TR Assault Rifles Changes Cycler TRV
LC2 Lynx
CARV
TX1 Repeater
M6 Onslaught
AMR-66
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
Last edited by ChipMHazard; 2013-12-17 at 01:36 AM. |
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2013-12-17, 12:20 AM | [Ignore Me] #5 | ||
VS Assault Rifle Changes
H-V45
VS Carbine Changes Pulsar C
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
VS SMG Changes Eridani SX5
VS Pistol Changes Cerberus
VS MAX Changes Blueshift
VS Battle Rifle Changes Eidolon
NS Weapon Changes NS-11a and NS-11c
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
NC Gauss SPR, TR 99SV, and VS VA39 Spectre
NC Stalker, TR SOAS-20, VS Artemis
Damage Reduction
VS Vortex VM21
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
Last edited by ChipMHazard; 2013-12-17 at 01:28 AM. |
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2013-12-17, 12:22 AM | [Ignore Me] #6 | ||
Other Changes
Audio adjustments to give better situational awareness
Some long ass patch notes right there
__________________
Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
Last edited by ChipMHazard; 2013-12-17 at 01:23 AM. |
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2013-12-17, 01:36 AM | [Ignore Me] #7 | ||
Major
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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/s...ad.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) - 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. |
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2013-12-17, 12:51 PM | [Ignore Me] #8 | |||
Private
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- 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)
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Disclaimers: 1) I have never played Planetside 1. 2) English is not my first language. Last edited by Red Ketchup; 2013-12-17 at 01:06 PM. |
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2013-12-23, 06:25 PM | [Ignore Me] #10 | ||
Corporal
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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.
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2013-12-17, 07:13 AM | [Ignore Me] #11 | ||
Ar those patch notes will replace the whale in my nightmares
That really is a huge list of game changes, I'm impressed
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"Don't matter who did what to who at this point. Fact is, we went to war, and now there ain't no going back. I mean shit, it's what war is, you know? Once you in it, you in it! If it's a lie, then we fight on that lie. But we gotta fight. " Slim Charles aka Tallman - The Wire BRTD Mumble Server powered by Gamercomms |
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2013-12-17, 08:38 AM | [Ignore Me] #14 | ||
you must be reading the TR nerf tome section, check the NC bit for the buffs
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"Don't matter who did what to who at this point. Fact is, we went to war, and now there ain't no going back. I mean shit, it's what war is, you know? Once you in it, you in it! If it's a lie, then we fight on that lie. But we gotta fight. " Slim Charles aka Tallman - The Wire BRTD Mumble Server powered by Gamercomms |
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2013-12-17, 08:44 AM | [Ignore Me] #15 | |||
Major
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also, where's the nanoweave refund? Last edited by AThreatToYou; 2013-12-17 at 08:49 AM. |
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