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Old 2013-04-18, 08:19 AM   [Ignore Me] #1
Hmr85
Lieutenant Colonel
 
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GU07 Patch Notes - 4/18/13


All servers will come down for maintenance at 6:00 AM PT (3:00 PM CEST) to patch Game Update 07. Downtime is anticipated to be less than 2 hours. Players may note the following changes:

New in the Depot


NS-44 Commissioner - The awe-inspiring stopping power of the accurate NS-44 Commissioner revolver can put down even mid-range targets with a few well placed shots. Cowboy up and grab one today!

NS-357 Underboss - Chambered for the powerful .357 magnum cartridge, the snub-nosed Underboss revolver features a faster rate of fire and more controllable recoil than its bigger NS-44 brother. The only question left is did you fire five shots or six?
Both of these new pistols have statistically identical black and gold tinted versions available to members in the early access section of the Depot

New Helmets for Heavy Assault and MAX:
  • New Conglomerate: GD Titan 113 Helmet
  • Terran Republic: Bravo MHS Helmet
  • Vanu Sovereignty: Protos Helmet

New Features:

New Weapon Stats are now available! Damage Range, Reload time, and every thing else you need to know about your weapons is now at your fingertips.
Want to see how that Desert Scrub will look on your Sunderer or Character? Now you can with our preview feature!

Infantry Updates

  • Active Heavy Assault Shields and flak armor will no longer stack.
  • Jump Jet audio has been increased in volume.
  • Grenades are now thrown directly at the aim point. The arc has been slightly modified to work with this change.
  • Tanks mines have been increased in size.
  • Removed the forced weapon swap after deploying an object.
  • Lock-on rocket launchers can no longer lock on to turrets.
  • The repair tool targeting now functions similar to the heal tool.
  • All extra VS damage scaling at range has been removed. VS minimum damage now matches the damage scaling of the other two factions.

Weapon Specific Changes:
  • Battle rifles will now more consistently recoil to the right.
  • Added the High Velocity Ammunition attachment.
TR M3 Pounder HEG
  • Magazine Size: 2 changed to 4
  • Projectile Speed: 70 m/s changed to 100 m/s
  • Projectile Gravity: 2 changed to 10
  • Direct Damage: 375 changed to 325
  • Short Reload: 1.25 seconds changed to 1.75 seconds
  • Long Reload: 1.5 seconds changed to 2 seconds

TR MRC3 Mercy
  • Projectile Velocity: 450 m/s changed to 550 m/s
  • Max Damage: 143 changed to 125
  • Short Reload Time: 2.4 seconds changed to 2.6 Seconds

TR M6 Onslaught
  • Rounds Per Minute: 475 changed to 490
  • Short Reload Time: 2.4 seconds changed to 2.2 Seconds
  • Long Reload Time: 3.0 seconds changed to 2.8 Seconds
  • Minimum Damage: 112 changed to 100
  • Minimum Damage Range: 65 meters changed to 50 meters
  • Projectile Velocity: 450 m/s changed to 440 m/s
VS Beamer VS3
  • Short Reload: 1.7 seconds changed to 1.45 seconds
  • Long Reload: 2.0 seconds changed to 1.75 seconds
  • Aimed Accuracy: 0.4 degrees changed to 0.3 degrees
VS Manticore SX40
  • Aimed Accuracy: 0.4 degrees changed to 0.3 degrees

NC Warden, TR AMR-66, Eidolon VE33
  • Vertical Recoil: 1.0 changed to 0.6
  • Horizontal Recoil: 0.25 min, 0.35 max changed to 0.18 min, 0.22 max
  • Recoil Recovery: 5 degrees per second changed to 15 degrees per
second
  • Aimed accuracy loss per shot: 0.125 changed to 0.1
  • Hip accuracy loss per shot: 0.25 changed to 0.2
  • Equip Time: 0.5 seconds changed to 0.85 seconds
  • Short Reload: 2.3 seconds changed to 2.5 seconds
  • Long Reload: 3.4 seconds changed to 3.5 seconds
  • Damage scale start: 10 meters changed to 8 meters
  • Damage scale end: 85 meters changed to 65 meters

NC AF-18 Stalker, TR SOAS-20, VS Artemis
  • Minimum Damage: 112 at 65 meters changed to 125 at 65 meters
  • First Shot Recoil: 2.5 changed to 1.5
  • Recoil Recovery: 15 degrees per second changed to 18 degrees per
second
  • Magazine size: 20 changed to 24
  • Total Ammunition: 120 changed to 240
  • Short Reload: 2.25 seconds changed to 2 seconds (long reload remains same at 3 seconds)
  • Aimed Accuracy: 0.15 crouched moving, 0.25 stand moving changed to 0.2 crouched moving, 0.3 stand moving
  • Horizontal Recoil: 0.1 min, 0.3 max changed to 0.2 min, 0.225 max
  • Equip Time: 0.5 seconds changed to 0.75 seconds

NC AF-6 Shadow, TR HSR-1, VS Nyx VX31
  • Rounds Per Minute: 260 changed to 255
  • Vertical Recoil: 1.5 changed to 1.0
  • Recoil Recovery: 6 degrees per second changed to 8 degrees per second
  • Short Reload: 2.32 seconds changed to 2.0 seconds (long reload remains same at 2.9 seconds)
  • Damage Scale Start: 10 meters changed to 15 meters
  • Damage Scale End: 85 meters changed to 65 meters
  • Aimed accuracy loss per shot: 0.125 changed to 0.3
  • Hip accuracy loss per shot: 0.25 changed to 0.6
  • Equip Time: 0.5 seconds changed to 0.85 seconds
  • Magazine size: 10 changed to 12
  • Total Ammunition: 70 changed to 72
NC NCM2 Falcon
  • Reload: 2.5 seconds changed to 2.4 seconds
  • Max Projectile Velocity: 80 changed to 100
  • Projectile Gravity: 1.5 changed to 0.5
  • Direct Damage: 750 changed to 675

VS Comet VM2
  • Projectile Velocity: 60 changed to 90
  • Magazine Size: 1 changed to 2
  • Direct Damage: 550 changed to 350
  • Short Reload: 1.5 seconds (Short reload previously didn't exist. Long reload remains the same at 1.7 seconds)
M2 Mutilator
  • Projectile Velocity: 400 m/s changed to 500 m/s
  • Long Reload: 3.5 Seconds changed to 3.4 Seconds
  • Short Reload: 2.975 Seconds changed to 2.8 Seconds
  • All VS MAX Anti-Infantry weapons except for the Nebula VM20
  • Increased starting accuracy by 0.1 degrees in all movement states.

VS Blueshift VM5
  • Rounds Per Minute: 350 changed to 365
  • Projectile Velocity: 400 m/s changed to 500 m/s
  • Now does 143 maximum and minimum damage.

VS Nebula VM20
  • Rounds Per Minute: 400 changed to 425
  • Accuracy loss per shot: 0.06 changed to 0.05
  • Short Reload Time: 2.1 seconds changed to 2.15 Seconds
  • Long Reload Time: 2.8 seconds changed to 2.6 Seconds
  • Minimum Damage @ 50 meters: 112
  • Projectile Velocity: 450 m/s changed to 430 m/s

VS Cosmos VM3
  • Projectile Velocity: 400 m/s changed to 500 m/s
  • Long Reload: 3.3 Seconds changed to 3.2 Seconds
  • Short Reload: 2.475 Seconds changed to 2.4 Seconds

VS Lasher X2
  • New model with new firing and reload animations.

TR T7 Mini-Chaingun
  • This weapon’s spool up time no longer acts like a fire delay. It will now fire immediately and then ramp up to its maximum RPM over the spool up duration.
  • Aimed Accuracy: 0.3375 crouch moving, 0.9 stand moving changed to 0.2 crouch moving, 0.35 stand moving
  • Hip accuracy: Reduced by 0.5 in all movement states.
  • Short Reload: 3.4 seconds changed to 4.15 seconds
  • Long Reload: 4.0 seconds changed to 5.0 seconds

Bug Fixes

  • Fixed health and shield bars intermittently displaying as empty when wearing nanoweave.
  • Fixed reticule flicker when compensators are equipped on LMGs and slug ammunition is equipped on shotguns.
  • Fixed 3rd Person animation issues with the Phobos VX86
  • Fixed an issue that caused 1st and 3rd person animations to break for the Lancer if it was reloaded under the right conditions
  • Fixed issue that removed access to the VMS or DMO scopes when logging out with them equipped on the Eridani SX5 or SMG-46 Armistice
  • Fixed visual firing inconsistencies in 3rd person for the Lancer
  • Purchasing the TMS 4x Scope will no grant access to the correct scope
  • Fixed 1st person reload animation issue for NS-11 C
  • Fix for flickering OG-4 scope cross hairs
  • Healing an ally damaged by friendly fire will no longer grant XP
  • Addressed problems with the AV MANA Turret not displaying 3rd person projectiles accurately once at least one level of the turret’s cool down cert was purchased

Vehicle Updates

  • Increased Magrider base strafe acceleration rate.
  • Increases top speed to 20 KPH (up from 15)
  • Takes 2 seconds to reach 20 KPH (down from taking 3 seconds to reach 15)
  • This should also cause the Magrider to not slow down as drastically when strafing over small inclines.
  • Damage received when a vehicle flips over and hits the ground reduced. The vehicle will still take increased damage and eventually be destroyed, but this should allow a chance for the vehicle to right itself or passengers to bail out before it explodes.
  • Added option to toggle off inverting steering controls when a tank goes into reverse.
  • Improved Flash Handling
  • Should be easier to control while in reverse
  • Traction should be improved at higher speeds
  • Bug Fixes
  • Fixed issue that would not allow the S12 Renegade to be equipped while being trialed
  • Proximity Repair system should now properly award support XP to the owner if they are not in the driver seat
UI Updates
  • Strategic Communication Improvements
  • Removed blinking map regions
  • Capture progress is now displayed on the map
  • Ally activity displayed on the map
  • Influence pie charts have been replaced with population percentages
  • Changed the visualization of enemy activity – activity level coloring is now a gradient of red instead of spectrum of different colors
  • Disabled generator/spawn display for facilities
  • Secondary objective timer display added to HUD indicators
  • Facility icons now visible at all zoom levels on the map
  • Map legend added
  • Service Ribbons can now be earned for capturing and defending bases
  • Improved Item Preview
  • Preview is now full screen
  • Items can now be previewed on multiple classes
  • Loadout Screen Improvements
  • Locked gear and weapons can now be viewed and unlocked from the loadout screen
  • Quick camo selector added to main Class/Vehicle screens – Allows you to quickly select and apply permanent camos to all classes/weapons/vehicles
  • Removed the old class and vehicle landing pages
  • The currently equipped consumable can now be resupplied directly from the main Class screen
  • Medals are now displayed in the loadout from the main Class screen
  • Added a class/vehicle cert button to main Class screen
  • Specific weapon attachment slots can now be selected from the main Class screen and weapon selection screen
  • Item descriptions added to the weapon selection screen
  • Better Weapon Stats shown on weapon selection screen
  • Replaced stat bars with numbers
  • Added damage-range degradation graph
  • More weapon stats displayed
  • Muzzle velocity
  • Ammunition
  • Hip Accuracy
  • Aim Accuracy
  • Iron Sight Zoom
  • Indirect Damage
  • New HUD indicator for Ammo Packs
  • Added a Bundles category to the Depot
  • Added invert reverse steering option for track vehicles
  • Bug Fixes
  • Loadouts should now unlock properly if players earned enough XP at once to skip the battle rank that unlocked it
  • The Squad listing in the social window should now display additional squads when scrolling down

Facilities Updates

  • Increased facility secondary objective (generators and SCUs) XP rewards:
  • Overload: Raised from 100xp to 250xp
  • Stabilization: Raised from 100xp to 250xp
  • Objective Kill: Raised from 100xp to 500xp
  • Bug Fixes
  • Turret shadows should rotate with the turret appropriately
  • Vehicles in VR should now respawn more reliably

Wiki Notes: http://pside.co/ps2gu07
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Last edited by Hmr85; 2013-04-18 at 10:42 AM. Reason: To make it look Neater :)
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Old 2013-04-18, 08:30 AM   [Ignore Me] #2
DirtyBird
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Re: GU07 Patch Notes - 4/18/13


Fixed health and shield bars intermittently displaying as empty when wearing nanoweave.
No need to report this 10 times a day.
Assuming its the "no HP" bug on spawn.
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Old 2013-04-18, 08:33 AM   [Ignore Me] #3
HiroshiChugi
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Re: GU07 Patch Notes - 4/18/13


Looks like they still have more to fix vehicle-wise... And I never saw any problem with vehicles spawning in the VR?
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Old 2013-04-18, 08:35 AM   [Ignore Me] #4
DirtyBird
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Re: GU07 Patch Notes - 4/18/13


NC NCM2 Falcon
Reload: 2.5 seconds changed to 2.4 seconds
Max Projectile Velocity: 80 changed to 100
Projectile Gravity: 1.5 changed to 0.5
Direct Damage: 750 changed to 675
Think I might feel that direct dmg change.
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Old 2013-04-18, 09:00 AM   [Ignore Me] #5
Rolfski
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Re: GU07 Patch Notes - 4/18/13


They nerfed the Mercy, wtf? That gun didn't need a nerf
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Old 2013-04-18, 09:09 AM   [Ignore Me] #6
Dragonskin
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Re: GU07 Patch Notes - 4/18/13


NC AF-6 Shadow, TR HSR-1, VS Nyx VX31
Rounds Per Minute: 260 changed to 255
Vertical Recoil: 1.5 changed to 1.0
Recoil Recovery: 6 degrees per second changed to 8 degrees per second
Short Reload: 2.32 seconds changed to 2.0 seconds (long reload remains same at 2.9 seconds)
Damage Scale Start: 10 meters changed to 15 meters
Damage Scale End: 85 meters changed to 65 meters
Aimed accuracy loss per shot: 0.125 changed to 0.3
Hip accuracy loss per shot: 0.25 changed to 0.6
Equip Time: 0.5 seconds changed to 0.85 seconds
Magazine size: 10 changed to 12
Total Ammunition: 70 changed to 72

I know this is balancing... but still sounds like a useless series of guns after the SMGs were introduced. 2 more bullets a mag, shorter short reload and better recoil recovery while making the accuracy worse and longer weapon draw time.....I guess I don't see the point.

Also I thought MAX changes were not going to be coming this patch? Glad they made it in. The TR mini-chaingun fix sounds nice. Might have to get one now and of course can't wait to play with my Lasher.
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Old 2013-04-18, 09:12 AM   [Ignore Me] #7
Blynd
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Re: GU07 Patch Notes - 4/18/13


with the camo changes to the ui what does that do for people who bought single use camos ??
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Old 2013-04-18, 09:14 AM   [Ignore Me] #8
Hmr85
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Re: GU07 Patch Notes - 4/18/13


Originally Posted by Dragonskin View Post
Also I thought MAX changes were not going to be coming this patch? Glad they made it in. The TR mini-chaingun fix sounds nice. Might have to get one now and of course can't wait to play with my Lasher.
From the looks of it some of the changes did. None of the Faction specific changes like the NC shield or the TR Lockdown made it in on this patch.
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Old 2013-04-18, 09:17 AM   [Ignore Me] #9
Assist
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Re: GU07 Patch Notes - 4/18/13



Vehicle Updates


Increased Magrider base strafe acceleration rate.
Increases top speed to 20 KPH (up from 15)
Takes 2 seconds to reach 20 KPH (down from taking 3 seconds to reach 15)
This should also cause the Magrider to not slow down as drastically when strafing over small inclines.
Damage received when a vehicle flips over and hits the ground reduced. The vehicle will still take increased damage and eventually be destroyed, but this should allow a chance for the vehicle to right itself or passengers to bail out before it explodes.
I am confuxed. What is that deal with the Magrider? Top speed 20 KPH? O.o
Hopefully the non-exploding vehicle thing works well. Hate driving my Flash up vertical shafts only to hit the opposing wall and explode.
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Old 2013-04-18, 09:18 AM   [Ignore Me] #10
Dragonskin
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Re: GU07 Patch Notes - 4/18/13


Originally Posted by Assist View Post
I am confuxed. What is that deal with the Magrider? Top speed 20 KPH? O.o
Hopefully the non-exploding vehicle thing works well. Hate driving my Flash up vertical shafts only to hit the opposing wall and explode.
Think they mean magrider strafe speed was increased 5kph.

Last edited by Dragonskin; 2013-04-18 at 09:19 AM.
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Old 2013-04-18, 09:21 AM   [Ignore Me] #11
ThatGoatGuy
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Re: GU07 Patch Notes - 4/18/13


Originally Posted by Hmr85 View Post

Facilities Updates


Increased facility secondary objective (generators and SCUs) XP rewards:
Overload: Raised from 100xp to 250xp
Stabilization: Raised from 100xp to 250xp
Objective Kill: Raised from 100xp to 500xp
Glad to see that Ghost cappers will be getting a buff.

Also glad to see there won't be any fix with suit slots and the VR room.
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Old 2013-04-18, 09:39 AM   [Ignore Me] #12
Fenrys
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Re: GU07 Patch Notes - 4/18/13


The scout rifle adjustment sounds like bullshit. They were already too inaccurate to kill outside ~30 meters, and their accuracy just got nerfed even more or so it would seem from the notes.

Also, what's up with nerfing all the MAX weapons except Cosmos, which were already the best VS MAX weapon but apparently needed to be buffed even more?

Last edited by Fenrys; 2013-04-18 at 09:49 AM.
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Old 2013-04-18, 09:53 AM   [Ignore Me] #13
Hamma
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Re: GU07 Patch Notes - 4/18/13


Looks like fairly good changes overall.. I wasn't expecting all those balance tweaks. Perhaps the Pounder will be more useful.

Side note, I really want to fix the formatting on the OP but I also don't want to fix it. What a pain in the ass it is to format forum posts
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Old 2013-04-18, 09:53 AM   [Ignore Me] #14
Akrasjel Lanate
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Re: GU07 Patch Notes - 4/18/13


:Change:
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Old 2013-04-18, 10:13 AM   [Ignore Me] #15
wasdie
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Re: GU07 Patch Notes - 4/18/13


This feels like a major "quality of life" patch. Mostly polishing and things that will make the game feel more whole and complete. The game was due for a big one because a lot of areas still felt incomplete.
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