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2013-07-24, 09:31 AM | [Ignore Me] #1 | ||
PSU Admin
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http://www.planetside-universe.com/n...eased-3051.htm
Wiki: http://wiki.planetside-universe.com/...3_(2013/07/24) Last edited by Hamma; 2013-07-24 at 09:35 AM. |
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2013-07-24, 10:07 AM | [Ignore Me] #4 | ||
Private
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Claymore it seems will still be unidirectional, but with an increased range and a somewhat damage buff. But if "enemy explosives can now be spotted " then Claymores will underperform ... again ...
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2013-07-24, 10:12 AM | [Ignore Me] #6 | |||
Major
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The major perk that VS and NC had was the ability to throw these things into groups of people and blow everyone up. Both VS and NC mines were much easier to see if they were in the open when they added glowing lights to them. Now the claymore behaves more like a claymore should. It could get kills before, but should be better now that you won't have to put it right by the doorway for it to detect enemies. |
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2013-07-24, 10:16 AM | [Ignore Me] #7 | |||
that works just like the VS prox & NC betty, other than infuriating us what other reason could you have for giving two side decent AI mines and afflicting the TR with trash?
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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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2013-07-24, 10:28 AM | [Ignore Me] #10 | ||
Private
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THIS IS PART 1 OF THE PATCHNOTES
Part 2: http://www.planetside-universe.com/s...5&postcount=16 Part 3: http://www.planetside-universe.com/s...5&postcount=17 All servers will come down for maintenance at 6:00 AM PDT (3:00 PM CEST) for game update 13. Downtime is anticipated to be less than 2 hours. Players may note the following changes: GU13 Patch Notes General Game Updates Automated Server Recommendations Recommended servers work well to funnel new players on to the servers that could use the extra population, but we need to make that process smarter and automated. We made some improvements in GU12, but there were still some more things that we thought would be useful to do. As such, we’ve made the following improvements to the way this works on the backend: The recommended server surfaced at character select is now automatically chosen based on these criteria, in order:
These changes should have no direct impact on players beyond the effects that come from providing more responsive recommendation system. Alert Experience Alert empire rewards are now proportional to the amount of time you participated in the alert. Only characters that participate throughout the entire duration of the alert will receive the full empire reward. This participation time is specific to individual characters (i.e. it’s not account-wide). Improved Respawn Logic for Lattice-Enabled Continents Updated facility respawn options to fall in line with the following:
The above is in addition to any reinforcements needed, Sunderers, and squad spawn options that may be available. No changes have been made to those spawn options. No changes have been made to non-Lattice enabled continents. These changes should allow players to always fall back to any linked friendly facility. It also allows players who have multiple access points to a region to respawn at any of those access points. All players in a region can always fall back to their nearest major facility (if they have one) as a local rally point or for access to vehicles. Interactive Tutorial Changes The following changes have been made to the Interactive Tutorial: A few more seconds have been added before the Tutorial starts after entering the zone. This is to allow more time for loading and avoid situations where the tutorial skips too far ahead. The equipment terminals have been removed from the mini-spawn room at the Redeploy step. These were unnecessary and distracted new players. The spawn door shield has been changed to hostile and now blocks progress at the Redeploy step. This shield functions like the shooting range shield and will drop automatically when players respawn. A teleporter has been added to the beginning of the Tutorial as a shortcut to the mini-spawn room. This teleporter only appears when players reach the Redeploy step. This is to give players who accidentally spawn at the start of the tutorial a quick way back to the mini-spawn room. If this occurs the tutorial will also direct the player to that teleporter and halt further progress of the tutorial until the player returns to the mini-spawn room. The Redeploy and Instant Action toggles can no longer be cancelled while in the Tutorial. This is to prevent accidental cancellations of instant action and redeploy if a player happens to hit it twice so they can see it is a countdown and not instantaneous. The Generator Overload and Warpgate terminal steps now detect when a player is in a vehicle and updates the floating help to show the Exit Vehicle keybind in case the player missed how to leave the vehicle in the previous vehicle driving step. The Warpgate Terminal floating help text has been updated to provide better instruction to the player. The ammo depot waypoint now points to the Ammo Depot itself instead of the road in front of it. Improved the freshness of the continent population check at the Warpgate Terminal step. This should reduce chances where players are directed to a continent with a queue. The tutorial will highlight the continent with the highest population without a queue for that player’s faction. XP Changes with Suicides When an enemy soldier dies from a suicide or logs out, the last player to damage the player (within 10 seconds) will be awarded the kill. This also applies to characters inside of vehicles. New in the Depot New Weapons
New Camos Seven new camos now available, including the Grey Scales Camo in the Early Access section. New Bundles Our most popular camos are now bundled together at a reduced price Get our most popular loadouts for each vehicle and infantry class with new Pro Bundles New Vehicle Cosmetics
Infantry Updates VS Audio Overhaul VS Infantry Weapon fire audio was redone based on community and internal feedback. This includes audio for the Assault Rifle, Carbine, LMG, Sniper Rifle, Pistol, Rocket Launcher and Lasher, as well as suppressed variants for each weapon type. IFF Reticule The hip reticule will now turn red when hovered over an enemy that is within 8 meters. The above color change will not happen on cloaked Infiltrators. Pistol Balance Adjustments
Optics Alignment Pass
Ammunition Cert Line Adjustments All classes other than HA and MAX should have the following costs on the Ammunition Belt cert lines across all factions:
Heavy Assault should have the following costs on the Ammunition Belt cert lines across all factions:
Cloak Shader Changes The low graphic settings cloak is now less grey and more transparent. Advanced Shield Capacitor Delay Advanced Shield Capacitor’s delay reduction improved to -4.0 seconds at max rank.
Infantry Explosives Improved explosives so they perform better against nanoweave equipped players
Spotting Enemy explosives can now be spotted. Added new spot icons for the following:
Bug Fixes
Last edited by ETD; 2013-07-24 at 11:13 AM. |
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2013-07-24, 10:31 AM | [Ignore Me] #11 | ||
Second Lieutenant
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So the Vulcan now does even more damage to a Lightning in return for a few percent of health? Oh I wonder how that is going to turn out...
Last edited by Emperor Newt; 2013-07-24 at 10:33 AM. |
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2013-07-24, 10:35 AM | [Ignore Me] #13 | |||
PSU Admin
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An official update:
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2013-07-24, 10:59 AM | [Ignore Me] #15 | |||
Private
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Until they remove the Claymore lasers there won't even be any semblance of balance. |
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