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2013-12-10, 06:38 PM | [Ignore Me] #1 | ||
Major
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https://forums.station.sony.com/ps2/...0-2013.161836/
Infantry hitboxes have had small adjustments. The head hitbox has been adjusted to fix a bug that was causing upper chest shots to count as head shots in certain movement states. Actual headshots should be unchanged. *Unearned* headshots will no longer happen. Leg hit boxes have been reduced in size. They now better match the player’s actual geometry. Audio adjustments to give better situational awareness Muzzle audio range and direction should be easier to locate now Projectile flybys will now give a better sense of travel direction We reduced the length of projectile impact audio on infantry. It will be easier to tell if multiple bullets are hitting now, instead of multiple bullets all blending together to sound like one impact. Nanoweave will now only resist a set % of incoming damage from infantry small arms and rapid fire vehicle weapons. Headshots will always bypass the nanoweave resist and do full damage. Flak now resists direct damage from explosive weapons in addition to resisting AOE damage. Rockets and other explosive direct damage has been adjusted to work better with flak armor. For example, rocket launchers do 1000-1335 damage on average now, compared to the 1500-1700 pre-resist damage that they previously did Damage resists on the vehicle side have been adjusted so that rocket damage against vehicles and MAXes is unchanged We adjusted how projectile acceleration works on the backend. You’re going to see some projectile values drop, but projectiles with acceleration are all reaching their max velocity much faster now because that data is being interpreted differently The dumbfire rocket launchers have had their gravity slightly increased to compensate for the faster average velocity Sniper rifles no longer kill a full health target with one headshot if that target is more than 150 meters away. Nanoweave no longer prevents a one-shot headshot kill if the target is less than 150 meters away. Zealot Overdrive Engine changes Reduced speed Forward move speed is now 50% faster than the MAX’s base run speed Strafe and backpedal move speeds are now at 43% faster than the MAX’s base strafe and backpedal speeds Sprint is now the same as the base MAX speed (so the MAX cannot outsprint infantry now), but the MAX now reaches that sprint speed faster when ZOE is active Damage is now the same across all cert ranks and only increases close range damage After activation the ability is active for 15 seconds This ability now has a cooldown. Each cert rank will reduce the cooldown Each cert rank now reduces the amount of damage received when ZOE is active MAX AV weapons These now all fire from the weapon barrel. Previously, some weapons fired from the barrel and others from the camera. Damage against infantry has been reduced. Damage against vehicles is mostly the same, with only a few minor adjustments here and there for balance reasons. All weapons have been sighted so that they perform better at range Other misc. infantry changes The blast damage of underbarrel grenades has been reduced. They will no longer kill with one indirect shot. Direct shots will still kill with one hit. The AV MANA turret has had its range and blast damage reduced Harasser adjustments Reducing effectiveness of repairs from the rumble seat Composite armor effectiveness reduced All Harasser weapons are now “-H” variants. They now do less damage at range compared to the non-H variants on the main battle tanks. Adjusting infantry survivability against vehicles in some areas Refactored high damage value weapons so they do less damage to infantry Reduced damage resists on the vehicle side to compensate. Vehicle vs. vehicle damage values will remain near the live values (some weapons are being adjusted for balance reasons). Flak armor will protect against direct hits from rockets, grenades, and similar damage types Added headshot/legshot modifiers in some cases All infantry lock-on launchers have been adjusted to have a shorter lock-on range, but they lock on faster at close range. Anti-tank launchers These now have a max lock range of 300 meters, down from 400 meters These will now complete their lock in 1.5 seconds if the target is within 100 meters. They then scale to a 2 second lock time at 300 meters. Anti-air launchers These now have a max lock range of 450 meters, down from 500 meters These will now complete their lock in 1.0 seconds if the target is within 100 meters. They then scale to a 2.5 second lock time at 300 meters and farther. Striker and Annihilator These have a 0.5 to 1.0 second longer lock time compared to the above launchers to compensate for them being able to lock on to multiple vehicle types Fired projectiles now behave like the normal launchers (less hitting vehicles behind cover) The Annihilator is getting a damage increase to offset it having a longer lock time and no dumb fire capability All launchers that can fire without a lock Hip accuracy is being reduced Aimed accuracy is unchanged, though we fixed a bug that was causing them to reach their aimed accuracy before the iron sight animation had completed Vehicle weapons are becoming more distinct in their roles General tuning pass on anti-personnel weapons Anti-personnel weapons are now more effective against light armor (Harasser, flash, ESF) Anti-personnel weapons are now unable to damage heavy armor (they were pretty ineffective to begin with) Anti-vehicle weapons less effective against infantry Blast damage adjustments Flak armor now more effective We are adjusting some of the vehicle secondary weapons to be stronger counters to light armor targets. Specifically, we want the M20 Basilisk, P525 Marauder, C85 Canister and Proton II PPA to be stronger Harasser counters. Prowler Anchored Mode: Data shows that anchored mode is extending the Prowlers range too far and making it too easy to hit aircraft. The projectile speed increase on Anchored mode is being reduced. |
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2013-12-10, 08:07 PM | [Ignore Me] #3 | ||
First Sergeant
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So no more long-range combat at all outside of Engineer AV Turret, Dalton, ESF Rocket Pods and Halberd?
What's the point of Anchored mode now? Just shooting faster? if your locked in place then you need range... This update is looking like it will be the downfall or even the death of long-range combat in general... |
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2013-12-10, 10:17 PM | [Ignore Me] #4 | ||
Major
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Testing on PTS is pointless atm. It's endless crashing. It's been broken since last week.
Anyway, the Vanu reactions on the ZOE nerf at Reddit and the official forum are hilarious. It's as almost there's nothing wrong with ZOE whatsoever. Zoe getting nerf? Well, did you evah! |
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2013-12-10, 11:05 PM | [Ignore Me] #5 | ||
Colonel
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I thought the 150m sniper range was a joke, and testing it on PTS proves it. I've never heard anyone complain about snipers being over powered. As far as I can tell it's one of the lowest SPM playstyle and requires very unaware targets.
I have three theories at the moment:
If it's the latter I would hope they reconsider and branch the PS4 version. I know it would be difficult managing two code-bases, but dumbing down ranged combat just so it fits into the console COD niche is going to severely hurt the PC version. Also competing with COD/BF is not the way to go. Probably just you. I've been testing just fine for the past few days. Ran around for an hour looking for a fake snowman. No issues.
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[Thoughts and Ideas on the Direction of Planetside 2] Last edited by Sirisian; 2013-12-10 at 11:14 PM. |
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2013-12-11, 12:20 AM | [Ignore Me] #6 | |||
Major
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I gotta disagree with this. Kb/M is better at fast and fine aiming, but my 2 decades of console gaming tells me that a controller isn't that bad in shooters. It's true that you wont be anywhere as fast at aiming but doing fine aiming is kinda easy once you start learning to use movement to fine aim. Even without aim-assist a controller isn't bad once you got movement down. With Kb/M is all depends on the mouse, with a controller it's about moving. To be honest Id rather use a mix of both if I was able. An analog stick to move and have a mouse to aim. My fingers just can't learn a keyboard well enough to put one to good use. I can't find any of the keys right of RFV without looking for them and the only number keys I can use with speed is 2 and 3. Another perk of a controller is that all of the buttons are molded around you hand, hell my hands molded around controllers after that many years. Kb/M has the shear number of keys over a large area and perfect aim of a mouse. Controllers have perfect movement with all buttons already at a finger at the cost of precision. If only there was a mix of both without it being either/both a pain to get working or costing far to much. |
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2013-12-11, 01:12 AM | [Ignore Me] #7 | |||
Major
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2013-12-11, 02:58 AM | [Ignore Me] #8 | ||
overall I'm digging that list of changes for the game, have to try them out in proper combat but so far nothing that stands out as a glaring "WTF!" change at least for me...... which is surprising
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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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2013-12-11, 06:41 AM | [Ignore Me] #10 | |||
Staff Sergeant
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I gotta say, apart from the obvious that was needed (bug fixes, Zoe and Harrasser tweaks), i'm really not a fan of that list. What's the reasoning behind reducing blast damage from various weapons for example? Not to mention the 150m cap that's been discussed quite alot already... |
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2013-12-11, 07:27 AM | [Ignore Me] #12 | |||
Master Sergeant
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It's all part of the big NC balance endavour - they push everyone closer together so that NC's "lolzShotgunz!!1" trait finally has some merit... |
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2013-12-11, 09:06 AM | [Ignore Me] #13 | ||
Second Lieutenant
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Overall I like the direction they are taking. Not every change seems necessary but well, there is still some time to adjust that.
Also there is some talk about NV/termal changes in the official forums, does anyone knows what that might refer to? |
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