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PSU: Gotta be K/D
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2013-03-11, 07:49 PM | [Ignore Me] #1 | ||
Corporal
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What's your patch wishlist? This is mine. I know it's unrealistic. TL;DR at the end.
**Game update 4** Infantry weapons: -Initial COF on all weapons reduced by 75% -Overtime COF on all weapons reduced by 50% -Removed ADS capability when jumping -All weapons should now have better bullet velocity -Decreased damage falloff on all weapons (except shotguns) -BRs should now deal slightly more damage MAX units: -MAXes HP pool buffed by 100% -Moving speed nerfed by 50% -Dash ability removed -NC Max weapons have 20% smaller magazines Infantry: Health pool buffed by 33%. (Doesn't affect shields) Main Battle Tanks: -Magriders have now better hill climbing capabilities -Magriders max speed (even by vectoring) should not exceed 50kph -Magriders now have better round velocity on AP and HEAT rounds -Magriders should now have better general handling -Vanguards and Prowlers have now a 100% increased HP pool -Vanguards and Prowlers now require a designated driver and turret gunner -Prowlers have now a slighlty smaller splash radius on HEAT and HE (1 round can still kill infantry) -Vanguards have now a slightly better shield ability -Vanguards front armor is now very slightly more resistent -Vanguards max speed decreased to 45 kph -All tanks now have slightly better COF -AA turrets removed Phalanx turrets: -Total HP buffed by 50% -Phalanx turrets have now a passive regenerative health -AI turrets now have a slightly smaller COF -AT turrets direct damage buffed by 75% (This change doesn't affect infantry) Sunderers: -AMS sunderers have a 100 spawns limit before running out. You can replenish at all major facilities (amp stations, tech plants, bio labs) and warpgates. -Sunderers can now only be spawned at a major facility. -Sunderers now resist 25% more damage from mines -Sunderers now have 50% more HP -Cloak bubble added under the defense slot, Sunderers equipped are invisible outside a 50 meters radius. -AA turrets removed Lightnings: -Skyguards should now have a much smaller COF and better round velocity -HEAT and AP rounds should now have better velocity and a smaller COF. ESFs: Rank 1 flares are now default to every ESF Bio labs: -Added a roof access on the top of the facility. -Added a NTU Silo -Passive bonus is now 1.5 second decreased respawn timer per biolab Tech plants: -Added a NTU silo AMP stations: -All entrances are now protected by a vehicle shield -Added a NTU silo -AMP stations passive bonus will now grant an overshield on turrets for worth 25% of their total HP. (Their current bonus remains) Advanced Nanite Transport (ANT) added: -Same stats as a sunderer, except 15% slower speed. -No turrets available. -Only 1 seat available (driver) -Replenishes NTU silos at surrounded facilities -ANTs can only be spawned at the warpgate and major facilities -You need to fill them up at full NTU silos or at the warpgate Spawn system: -Spawning in Major bases now cost NTUs, which are replenished automatically unless bases don't have friendly influence. NTU silos can be replenished with ANTs in this case. -You can now only respawn at your local facility, adjacent facilities and the warpgate -Redeploying is now on a 25 seconds timer (used to be 10) -Instant action button now drops you on a random battle, with a minimum number of allies. -Instant action is now on a 20 minutes cooldown (used to be 15) -All vehicles except Galaxies, Sunderers and ANTs have 100% longer spawn timer -Infantry have 200% longer spawn timer -New specialization tree Every time you make a change, the tree is locked and you cannot change anything for 8 hours. It doesn't cost certs to reselect something. If you want the vehicle timers to be like they are now or prefer a short CD on infantry, specialize into the section you like the most: Infantry - reduces timer for spawning and for MAX suits by 50% Support personnel (available at rank 10)- reduces timer for spawning galaxies, sunderers and ANTs by 50% Air cavalry (available at rank 10)- reduces timer for spawning ESFs and liberators by 50% Tank pilot (available at rank 5)- reduces timer for spawning MBTs and lightnings by 50% Mines: -AT mines should now have a 10 seconds deploy time. If they're destroyed before 10 seconds, they don't deal damage. -AI mines take 3 seconds to place on the floor, without the player moving. Certs and XP: -All support actions that don't directly involve killing (repairing, gal drops, piloting a vehicle such as a prowler or a liberator) grant twice as much XP. -Filling a NTU silo with a ANT grants 500XP -MBT kills grant twice as much XP -Empty turret kills now give only 10XP (unless the gunner exited within 15 seconds) -Suiciding or deconstructing when below 50% HP grants the full kill to the last person who damaged the player or vehicle Other changes: -Hex system reworked: It's akin to this : http://img515.imageshack.us/img515/8...skjpglarge.jpg -Resource system reworked -Continent locking added -Optimization and bug fixes TL;DR:Infantry has more HP and smaller COF, MAXes have more HP, MBTs buffed but require 2 man crews, NTU silos and ANTs, respawning and vehicle timers are much longer so you have to specialize into something. Last edited by Goldoche; 2013-03-11 at 08:04 PM. |
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