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Old 2012-09-13, 08:16 AM   [Ignore Me] #1
Geist
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Patch Notes 09/13/12


http://forums.station.sony.com/ps2/i...13-2012.18181/

General:
  • We continue to address crash bugs and stability tweaks to create a more stable gameplay experience.
  • Commander Certifications are now available.
  • Players may no longer spawn/respawn into a MAX units.
  • Equipment Terminals will no longer heal players when used.
  • Warpgate Locations have been moved.
  • Resource Rewards have been slightly adjusted.
  • A number of map enhancements have been made.
Known Issues:
  • Waypoints are currently being worked on to allow different types. Currently waypoints are not working correctly at this time but are being worked on.
Notable Bug Fixes:
  • Vehicles that are locked to Squad/Platoon only will now allow Platoon members to enter.
Classes:
  • The MAX will no longer be available for respawn. Players will now access an equipment terminal to use the MAX.
Vehicles:
  • The Magrider's tune speed and strafe has been adjusted.
Items:
  • Spawn Beacon cost has been adjusted to 100 Alloys.
  • Med Kit cost has been adjusted to 150 Catalysts.
  • Restoration Kit cost has been adjusted to 75 Catalysts.
  • Claymore/Siphon Bomb/Bouncing Betty cost has been adjusted to 75 Polymers.
  • C4 cost has been adjusted to 100 Catalysts.
  • Sticky Grenade cost has been adjusted to 100 Alloys.
  • Frag Grenade cost has been adjusted to 45 Alloys.
  • Players can now deploy as many explosives as they can equip.
Certifications:
  • Infrared Night Vision Certifications are now available on vehicle weapons.
  • Commander certifications allow the use Command channels.
  • Certifications for the Heal and Repair tools have been added.
World:
  • The New Conglomerate Warpgate is now located in the eastern portion of the map.
  • The Terran Republic Warpgate is now located in the northern portion of the map.
  • The Vanu Sovereignty Warpgate is now located in the southern portion of the map.
  • Peris capture mechanics have been updated.
  • Players should now see enemy units more clearly on the mini-map.
Interface:
  • A toggle for the continent map is now available that will show a coordinate based grid which can be used to coordinate movement.
  • A “center on me” toggle has been added to the upper left corner of the map. Arrows around this toggle will allow the map to pan.
  • Facility names now appear on the continent map if the Facility toggle is on.
  • The continent map will now save your position and zoom level when you close the interface.
  • An activity indicator has been added to the region information panel. As you mouse over the regions with the Territory control toggle on you can see value listed for how busy that region is.
  • Hotspot indicators should more accurately drop players in the location they are requesting.
I've always felt these warpgate positions were how it always should have been. NC get the canyons because it fits their "repurposed mining equipment" theme. VS get the south because of territories such as the Vanu Archives and ARC Bioengineering. And being professional military theme, it makes sense that TR would have camp waterson right next to their warpgate for the training of new recruits.
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Last edited by Hamma; 2012-09-13 at 10:42 AM. Reason: Updated Note Formatting
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Old 2012-09-13, 08:41 AM   [Ignore Me] #2
Top Sgt
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Re: Patch Notes 09/13/12


Just fyi this is actually the 2nd time the warpgate positions have been moved They announced 6 weeks ago they were going to rotate all the factions through each gate and see what is to them the best position for the game logistics wise etc.
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Old 2012-09-13, 08:52 AM   [Ignore Me] #3
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Re: Patch Notes 09/13/12


Originally Posted by Top Sgt View Post
Just fyi this is actually the 2nd time the warpgate positions have been moved They announced 6 weeks ago they were going to rotate all the factions through each gate and see what is to them the best position for the game logistics wise etc.
I know, I've been in since the first batch of tech test invites. Just saying from a lore perspective this is best. From a gameplay perspective, I don't see how they'll ever balanced the north warpgate with the southern warpgates. :P
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Old 2012-09-13, 09:02 AM   [Ignore Me] #4
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Re: Patch Notes 09/13/12


Okay, TR... Now its YOUR turn to defend quartz ridge.
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Old 2012-09-13, 10:42 AM   [Ignore Me] #5
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Re: Patch Notes 09/13/12


Good notes overall, interested to see the NV addons for vehicles.

Updated OP with formatted notes.
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Old 2012-09-13, 11:07 AM   [Ignore Me] #6
Fazed
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Re: Patch Notes 09/13/12


Hurray for max nerf!

Everything that messes up MAX players life is great to me, since NC's have bad max weapons.

Ever since I've been in the beta they had the warpgate at the same spot. Can't wait to see how it is like to defend the top of the hill toward the desert
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Old 2012-09-13, 11:11 AM   [Ignore Me] #7
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Re: Patch Notes 09/13/12


Anyone able to pull a screenshot of the new map? I need one for our media library and I'm at work I'll give you credit!

Multiple zoom levels and a view of the grid would be nice.
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Old 2012-09-13, 11:34 AM   [Ignore Me] #8
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Re: Patch Notes 09/13/12


Originally Posted by Hamma View Post
Anyone able to pull a screenshot of the new map? I need one for our media library and I'm at work I'll give you credit!

Multiple zoom levels and a view of the grid would be nice.
As of writing this the servers are not up yet...
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Old 2012-09-13, 11:37 AM   [Ignore Me] #9
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Re: Patch Notes 09/13/12


Yes servers will be down another 3-5 hours.
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Old 2012-09-13, 11:39 AM   [Ignore Me] #10
Top Sgt
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Re: Patch Notes 09/13/12


yeah they were up but it kept crashing most people constantly.. so they pulled them back offline.

I do like the new grid coordinates overlay on the map.
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Old 2012-09-13, 12:02 PM   [Ignore Me] #11
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Re: Patch Notes 09/13/12


Yea didn't know they were totally down. Offer still stands
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Old 2012-09-13, 12:06 PM   [Ignore Me] #12
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Re: Patch Notes 09/13/12


Originally Posted by Hamma View Post
Anyone able to pull a screenshot of the new map? I need one for our media library and I'm at work I'll give you credit!

Multiple zoom levels and a view of the grid would be nice.
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Old 2012-09-13, 12:35 PM   [Ignore Me] #13
FIREk
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Re: Patch Notes 09/13/12


Equipment Terminals will no longer heal players when used.
Seems like a really bad idea, but I suppose they want to promote dumping money and resources into med kits and such...

I haven't played the beta in a while (no time), but PS2 was very bad at communicating that player X needs healing, repairing, ammo etc... Has this changed at all since a month or so?
At least BF3 had those semi-automated voice communications no one gave a damn about... :P
Terminals were often the only choice for players that weren't playing in an organized way, and PS2 needs to cater to those zerglings as well.

Last edited by FIREk; 2012-09-13 at 12:38 PM.
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Old 2012-09-13, 12:50 PM   [Ignore Me] #14
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Re: Patch Notes 09/13/12


Originally Posted by FIREk View Post
Seems like a really bad idea, but I suppose they want to promote dumping money and resources into med kits and such...

I haven't played the beta in a while (no time), but PS2 was very bad at communicating that player X needs healing, repairing, ammo etc... Has this changed at all since a month or so?
At least BF3 had those semi-automated voice communications no one gave a damn about... :P
Terminals were often the only choice for players that weren't playing in an organized way, and PS2 needs to cater to those zerglings as well.
Proximity VOIP chat FTW. You also have some voice macros at V by default. You can also hold Q by defult to get a command rose and when you do that over a medic you can select a need healing voice macro to play.

But I think it's a good idea. Makes medics more useful.
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Old 2012-09-13, 12:51 PM   [Ignore Me] #15
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Re: Patch Notes 09/13/12


I do love the Spawn terminal/generator/console change. it's huge now a 12 foot vertical generator similar to what it looked like in PS1. Little bit easier to rocket from distance while the enemy stands around it trying to protect it.
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