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Old 2013-07-10, 08:36 AM   [Ignore Me] #1
Goldoche
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GU12 patchnotes


https://forums.station.sony.com/ps2/.../#post-1953502

http://wiki.planetside-universe.com/...2_(2013/07/10)

General Game Updates

Extended Interactive Tutorial
Added a new outdoor area to the interactive tutorial which starts after the respawn training. This new area has the following additional training topics:
  • Destroying vehicles (tanks)
  • AV Turrets
  • Jump pads
  • Ground vehicle driving
  • Vehicle ammo tower
  • Gate shield
  • Generator overloading
Added an energy shield that blocks access to the teleporter until the player completes the shooting segment.

Alert Frequency Changes
We’ve increased the time between alerts across the board and made further refinements to the population requirements that govern alert launches.

Recommended Server Changes
Recommended servers are now provided for each faction instead of having one set of suggested servers for all new players.

New in the Depot

More Loadouts
Three new loadout tabs are unlocked for each class and vehicle as part of Membership
  • The member custom loadouts will immediately be unlocked for any current subscribers, and will unlock right away upon membership purchase for any new subscribers
  • The member custom loadouts will lock again if the player loses membership – however, the loadout configurations are saved, so if the player renews membership, all previously configured loadout information should be maintained

Four additional loadout tabs can be unlocked for all classes and vehicles via purchases in the Depot under the Utilities category

Gold Trim for Main Battle Tanks
Available in the Early Access category of the Depot.

Bumpers for Flash
  • Equippable in the new Trim Slot
  • Gold versions available in the Early Access Category

Infantry Updates

Improved Damage Feedback
Improved feedback when getting hit by enemy projectiles.

Bug Fixes
Fixed an issue that caused certain corpses to not receive revive attempts
Fixed some issues with the drop pod deploy radius not always behaving as intended
Popping in and out of ADS while firing should no longer stop the player model from playing recoil animations in 3rd person

Vehicle Updates

Fury Changes
  • Direct hit damage decreased from 750 to 300
  • Resist type for the weapon has improved against vehicles, which partially mitigates this decrease in direct hit damage
  • Time to reload increased from 2.5 seconds to 3 seconds

Bail Out FX
When a soldier “safe” ejects out of a vehicle, they will now play Bail FX around them. Safe eject is any eject where they are not intended to take fall damage: Galaxies, ESF’s w/ejection seat, Liberator w/ejection seat.

Bug Fixes
Sunderer decals now can extend to the hood of the vehicle
Fixed the missing startup audio for both Vulcan variants

UI Updates

Platoon Interface Improvements
  • Added an icon to the platoon leader
  • Added ability to see detailed squad information while in a platoon by clicking the panel for each squad in the platoon management screen

Point Capture Feedback
Added a text call out when players are in range of a capture point, but are unable to capture it due to:
  • Not having appropriate territory adjacency/lattice connection
  • Use of a MAX suit
  • Being inside a vehicle

Improved Vehicle Damage Feedback[*]Updated the directional damage arcs that display when you get hit[*]The intensity of the arcs are dependent on the normalized damage being received

HUD Element for SCU Vulnerability
Added a new element to the facility status panel to communicate the state of the SCU.
  • Secure: SCU is active and the shield is active, not vulnerable
  • Vulnerable: SCU is active but the shield is down
  • Overloaded: SCU has been overloaded but has not yet detonated
  • Destroyed: SCU has been destroyed

Other Miscellaneous Changes
  • The UI now shows indicators when vehicle passengers are hitting enemies
  • Recon device animation has been changed to show a single pulse instead of two
  • If a computer has less than 4GB of memory, only low texture quality will be available in the settings
  • Added the ability to bring up the score screen while on the death screen
  • Unified the HUD and map squad and instant action deployment functionality
    • They now share the same timers and notifications
    • Now can only be canceled by pressing the hotkey or clicking the button (i.e. hitting Esc to exit out of the map will no longer cancel the countdown)
  • Double-clicking a loadout number from the equipment or vehicle terminal will now equip yourself or spawn the vehicle of the selected loadout, respectively
  • Double-clicking a deployment location from the deployment list will now deploy you. Deploy, deployment, deploy, deploy.

Bug Fixes
  • Zebra Vehicle Camo should now be selectable in the loadout menu after purchasing the Mega Vehicle Camo Bundle
  • Fixed Ally/Enemy colors not showing correctly on in-world UI icons for explosives
  • Added a progress indicator to the redeem a code flow
  • Health bars should no longer intermittently display as empty when nanoweave armor is equipped
  • Players should no longer receive a revive prompt if they deploy as a teammate attempts to revive them
  • Non-members will no longer see an incorrect discount on the member’s sale in the Depot.
  • Battle Rifles, MAX AV right, MAX AI right, and MAX AA weapons are now properly tracked on the stats page
  • Fixed missing icons for the Walker in the Depot

Facility/ Environmental Updates

Sunderer No Deploy Zones
Facilities and Outposts on Indar and Amerish now have Sunderer No Deploy Zones.
  • These function just like the No Deploy Radius around allied deployed Sunderers
  • These zones prevent someone from parking a Sunderer right on top of a capture point, forcing players to fight to the capture points on foot

Warpgate Rotation
All faction warpgates have been rotated counter clockwise.

Bug Fixes
  • Fixed an issue preventing players from resupplying consumables while in the VR training zone
  • Fixed non-functional teleporters at Arroyo Torre Station
  • Fixed a neutral spawn room teleporter at Feldspar Canyon Base
  • All Gravity Pads at the Saurva Overflow Depot should function correctly again
  • Replaced the missing south east facing vehicle pad at the Ikanam Bio Lab
  • Addressed two ground vehicle terminals overlapping at Saurva South Fortress
  • Removed a misplaced stair object at Crux Headquarters on Amerish
Discuss.

Last edited by Hamma; 2013-07-10 at 09:39 AM.
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Old 2013-07-10, 09:04 AM   [Ignore Me] #2
Dragonskin
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Re: GU12 patchnotes


A lot of good stuff in there. I like the revive attempt fix... now maybe medics will revive more haha. I like the fury change... sadly the Maurader will now be the absolute best option for TR while NC and VS don't really have a equivalent. I know the Saron is decent, but it's also not 250 certs like the Maurader is and the PPA is trash.. kinda like the shotgun Enforcer is trash while the AV version is decent... which I believe is also 1000 certs like the saron.

Sad that there is no mention of the crystalized camo and that the amerish lattice didn't make it in.
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Old 2013-07-10, 09:09 AM   [Ignore Me] #3
Shogun
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Re: GU12 patchnotes


let´s see...

correction of base layouts to get rid of spawncamp fests? nope

increase of time to kill to make balancing possible? nope

ressource overhaul? nope

ok, nothing in there that could make lost players return and play again.
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Old 2013-07-10, 09:13 AM   [Ignore Me] #4
Goldoche
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Re: GU12 patchnotes


Originally Posted by Dragonskin View Post
I like the fury change... sadly the Maurader will now be the absolute best option for TR while NC and VS don't really have a equivalent
Wrong, they're even more alike. The fury deals more splash damage but has less direct hit dmg and a smaller rate of fire. They have very similar stats.
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Old 2013-07-10, 09:15 AM   [Ignore Me] #5
MrMak
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Re: GU12 patchnotes


Why do the Vanu keep crying about the PPA!? Is it somethign inherit in the faction that causes players to go emo? Its is most definatly a good weapon. Sure its not as good at close range as the fury or Marauder but its much higher effective range. No the enforcer C85 Modified. That is at a disadvantage at any range agaisnt even the Kobalt. heck the basilisk is priobably better against infantry at this point.
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Old 2013-07-10, 09:22 AM   [Ignore Me] #6
Obstruction
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Re: GU12 patchnotes


fury nerf hurts. the need for re-certification tickets grows every update. time to dump thousands of certs into the Marauder i guess. or the Halberd and just run infantry down. trololol.

also the term "Trim Slot" is unintentionally funny.
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Old 2013-07-10, 09:23 AM   [Ignore Me] #7
blashyrk
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Re: GU12 patchnotes


Originally Posted by MrMak View Post
Why do the Vanu keep crying about the PPA!? Is it somethign inherit in the faction that causes players to go emo? Its is most definatly a good weapon. Sure its not as good at close range as the fury or Marauder but its much higher effective range. No the enforcer C85 Modified. That is at a disadvantage at any range agaisnt even the Kobalt. heck the basilisk is priobably better against infantry at this point.
If they would increase PPA projectile speed, then maybe what you said would be true. Right now it's borderline useless.
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Old 2013-07-10, 09:40 AM   [Ignore Me] #8
Hamma
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Re: GU12 patchnotes


Updated OP, Removed dupe post, added to Wiki.

http://wiki.planetside-universe.com/...2_(2013/07/10)
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Old 2013-07-10, 09:45 AM   [Ignore Me] #9
Sock
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Re: GU12 patchnotes


Originally Posted by MrMak View Post
Why do the Vanu keep crying about the PPA!? Is it somethign inherit in the faction that causes players to go emo? Its is most definatly a good weapon. Sure its not as good at close range as the fury or Marauder but its much higher effective range. No the enforcer C85 Modified. That is at a disadvantage at any range agaisnt even the Kobalt. heck the basilisk is priobably better against infantry at this point.
The PPA isn't terrible, it's just that there's no reason to use it over the fury. The harasser just isn't a great platform for the PPA, it's fine on the mag. No argument on modified enforcer being trash all around though.
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Old 2013-07-10, 09:45 AM   [Ignore Me] #10
MarlboroManE
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Re: GU12 patchnotes


Didn't higby say we were getting something to control gross over-population of factions (VS on Mattherson, etc)?
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Old 2013-07-10, 09:49 AM   [Ignore Me] #11
Crator
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Re: GU12 patchnotes


Originally Posted by MarlboroManE View Post
Didn't higby say we were getting something to control gross over-population of factions (VS on Mattherson, etc)?
Only thing I see in notes that are related to pop balance

Recommended Server Changes
Recommended servers are now provided for each faction instead of having one set of suggested servers for all new players.
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Old 2013-07-10, 10:36 AM   [Ignore Me] #12
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Re: GU12 patchnotes


Anyone thinking that Vulcan should be nerfed? These TR are driving us crazy with these..
Just asking
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Old 2013-07-10, 10:39 AM   [Ignore Me] #13
wasdie
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Re: GU12 patchnotes


Some good things there even if it is a pretty light patch.
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Old 2013-07-10, 10:40 AM   [Ignore Me] #14
Dragonskin
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Re: GU12 patchnotes


Originally Posted by Crator View Post
Only thing I see in notes that are related to pop balance
If they gave me the option to transfer my VS to another server... Waterson or Connery.. I would gladly take it. I know the VS on Waterson need more players and Connery is just an all around great server now.
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Old 2013-07-10, 10:51 AM   [Ignore Me] #15
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Re: GU12 patchnotes


Still no infiltrator fix...highly disappoint.
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