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2013-06-13, 03:12 PM | [Ignore Me] #1 | ||
https://forums.station.sony.com/ps2/...s-6-13.133746/
Test Patch Notes 6/13 Please take some time to check out a few of the things that went to the test server in the latest build. Let us know if you find any bugs and what you think of the changes. Thanks! Map Tutorial
Interactive Tutorial
Continent domination thresholds
Instant Action & Reinforcements Adjustments
MAX Ability Tuning
Squad Browser Improvements We’ve made several additions to the squad screen, including:
We’ve made several additions to the squad management screen, including:
Squad and Platoon Improvements
Loadout Screen Improvements
AP Phalanx Turret Changes Xiphos Anti-Personnel Phalax Turrets
Quick Action Menu Polish
Control should not be inverted if mouse control is inverted Tank and Fighter Superiority XP
Other Fixes and Improvements
Discuss..... ZOE Burster/Lockdown Burster nerf was inevitable. The end to unlimited ZOE - what the hell took so long? Domination alert win criteria may be a strange one. I've seen alerts trigger even when an empire holds near 60% already Revive eliminates death from the counter?? The KDR pukes will be mucho happy I guess
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Last edited by Ruffdog; 2013-06-13 at 03:19 PM. |
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2013-06-13, 03:27 PM | [Ignore Me] #3 | ||
The lockdown/ZOE burster thing was eneded.
But the rest...while the damage buff on the ZOE never mattered that much but they gutted the rest instead, neato. So now it's 8 seconds of buffed movement speed and even more damage taken. (everyone else gets something permanent, why don't we?) Thanks but no thanks, back to charge we go.
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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. Last edited by Rbstr; 2013-06-13 at 03:31 PM. |
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2013-06-13, 03:32 PM | [Ignore Me] #4 | ||
Never used ZoE, probably wont bother trying it at all now, why the hell would i swap out charge that improves my survivability with an ability that increases the damage I take as a bullet soak MAX; yes a nerf was inevitable with the colossal amount of whingeing from the TR.
Last edited by Shamrock; 2013-06-13 at 03:41 PM. |
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2013-06-13, 03:45 PM | [Ignore Me] #6 | |||
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2013-06-13, 04:04 PM | [Ignore Me] #9 | |||
Contributor PlanetSide 2
Game Designer |
Terminology changed to be more accurate. You're dominating the continent and getting a benefit. Previously it was all-or-nothing, now it's easier to get a lock and to deny it. |
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2013-06-13, 04:08 PM | [Ignore Me] #10 | |||
Captain
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One or the other of these changes but not both at the same time. *edit* but I guess that is why it is on the test server not life huh? Revive doesn't count on death stats will encourage me to accept that random revive even when I think it might be a bad idea though. Last edited by Wahooo; 2013-06-13 at 04:09 PM. |
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2013-06-13, 04:11 PM | [Ignore Me] #11 | |||
First Sergeant
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Also, will the spin up be removed, as was stated a while back now? |
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2013-06-13, 04:12 PM | [Ignore Me] #12 | ||
A lot of interesting changes, especially looking forward to seeing what you've added to the tutorial, Malorn. Too bad I'm away from the game for about a week
I don't really agree with making the ZOE take even more damage, a duration timer should be enough to balance it out. About the burster balancing, obviously needed but I would rather have had the burster itself be tweaked than the bonuses it recieves from ZOE and Lockdown. The reason is that I don't really think it will help all that much when it comes to ground vs air balance, it was still dominated by bursters before the MAX abilities were introduced. Also I don't agree with a revive removing ones death. Pretty sure I know why they made this change, I just don't agree with it being needed. I thought SOE was moving away from K/D being showed as an important stat. Oh and I almost forgot about the improved mine IFF. Thank you
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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; 2013-06-13 at 05:32 PM. |
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2013-06-13, 04:27 PM | [Ignore Me] #13 | ||
Master Sergeant
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I know a nerf to ZOE was coming.
It seems to have been reduced to worthlessness More importantly its also had 'fun' completely removed. The timer makes it seems as though its now a case of "can ZOE help me in this fight?" ie: am I killing the enemy without getting shot .. yay 8 seconds to kill them faster. Can we a different variant of ZOE? No damage penalty. Disable weapons. A toggled movement mode -> ie we can move fast or shoot. toggled on/off. |
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2013-06-13, 04:36 PM | [Ignore Me] #14 | |||
Captain
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NC shield and TR lockdown are both very situational even though they don't have a timer. The ZOE from the start was supposed to make you choose as well but the good outweighed the bad by so much you hardly noticed. Also it is on the test server so maybe the data and feedback from that will get it more properly balanced when it goes live. |
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2013-06-13, 04:42 PM | [Ignore Me] #15 | ||
Private
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ZOE was a bit too much; but with these changes I doubt it will retain some real appeal to a player. If it has to function like charge, the reduced armour for the period of activation kills a lot of movement options you could otherwise get in that 8 second timespan. I guess they want it so people can't start sidestrafing runs without facing the chance of being downed by the enemy?
I guess the fuel recharge rate, not mentioned in the patch notes, will be the real deciding factor here. Waiting for people to try it out on the test server before commenting further. |
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