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Old 2013-09-11, 12:35 AM   [Ignore Me] #1
DirtyBird
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Lieutenant Colonel
 
A wild Hotfix appears 9/11


HUZZAH!!
All servers will come down for maintenance at 6:00 AM PDT (3:00 PM CEST) for a hotfix. This is a pre-performance patch to clear up some of the major pieces that were done or very close to done when we started the performance initiate. Enjoy!

Downtime Start: 6 AM
Downtime ETA: 90 minutes

Players can expect the following changes:
Patch Notes (sorry not linked to PSU wiki yet)

Depot
  • New Player Studio items!
Alert modifications
  • Continent-specific facility capture alerts have been modified. They will now trigger much less often and their duration and final reward have been cut in half.
Spawn priority changes
  • The squad reinforcement spawn list now deprioritizes regions where your side has a population advantage
  • Instant action has been modified so that it more often places people into active fights
Savior XP
  • Added a bonus experience reward for killing an enemy player who recently severely damaged, but did not kill, a friendly player
Physics and Projectile Improvements
  • Fix for guided rockets not traveling the correct path on other clients
  • Fix for projectiles not rendering when shot out of render distance (looking at you AV MANA turret)
  • Fixed Striker missiles flying through terrain and buildings and still hitting targets
  • Victims of the Phoenix missile should no longer see the projectile adjust course quickly within 10m and then detonate
  • Air to Air rockets won’t look like they’re bouncing back and forth to remote clients
UI
  • Made ammo pack indicators smaller
  • Server ping column added to server select
  • Changed ammo counter font
  • We’ve officially cleared out all the weapons and attachments from the Certification screen. Locked weapons and their attachments can now be previewed and compared in the loadout screen.
  • We now show the “Lock-On” display while in third person
  • Added another “Other” cosmetic slot for the Sunderer
  • Added a display for Above Mean Sea Level (AMSL) to air vehicles
Bug Fixes
  • Fixed issue where turrets and terminals would be instantly hacked or unrepairable
  • Added a fix to prevent AOE damage hitting players inside IFF shields from certain angles
  • Fix for scope sway persisting into optics that aren’t intended to have any
  • Addressed large amounts of interpenetration in the spawn room at Andvari Frozen Reservoir that could cause players to get stuck in spawn tubes
  • Fixed a bug that caused Thermal or NV to persist when switching from the gunner seat to the driver seat in the Harasser
  • Fixed missing gate shield generators at Freyr Amp Station
  • Fixed the M12 Kobalt’s thermal optics so they don’t reset/fade in during each reload
  • Sunderer exhaust stacks should now display properly for players in first person that are seated in the passenger seat
  • Fixed a bug that allowed you to attempt to redeploy with the hotkey from the character select screen
  • Fixed missing reload audio for the Lasher X2
  • Fixed some alignment issues on the 3rd person Mosquito HUD
  • Pilots can no longer utilize free-look to lock on to targets
  • Rhino hubcaps now granted account-wide
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Last edited by DirtyBird; 2013-09-11 at 12:37 AM.
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Old 2013-09-11, 12:59 AM   [Ignore Me] #2
Reithan
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Re: A wild Hotfix appears 9/11


Originally Posted by DirtyBird View Post
Continent-specific facility capture alerts have been modified. They will now trigger much less often and their duration and final reward have been cut in half.
Do'oh!
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Old 2013-09-11, 01:13 AM   [Ignore Me] #3
Obstruction
First Sergeant
 
Re: A wild Hotfix appears 9/11


  • Pilots can no longer utilize free-look to lock on to targets
  • Added a display for Above Mean Sea Level (AMSL) to air vehicles
these are liberator quality of life issues, now resolved. very happy to see it done, looking forward to more.

Last edited by Obstruction; 2013-09-11 at 01:15 AM.
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Old 2013-09-11, 04:28 AM   [Ignore Me] #4
ChipMHazard
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Re: A wild Hotfix appears 9/11


Good to see the lock-on fixes finally coming in.
As to the alert changes, I agree with making them happen less often but now it seems like they are going to be more of a diversion. Not sure how players will react to them now.
Obviously I'm looking forward to seeing the spawn shield fix in action, I do wonder if they've also fixed the ability to fire through unrendered shields.
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Old 2013-09-11, 06:14 AM   [Ignore Me] #5
camycamera
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Re: A wild Hotfix appears 9/11


but alas, my wonderfully buggy striker has been nerf'd. rejoice, rebel scum and crazy cult people.

but in a srsns, i embrace these changes.

Last edited by camycamera; 2013-09-11 at 06:15 AM.
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Old 2013-09-11, 10:13 AM   [Ignore Me] #6
Hamma
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Re: A wild Hotfix appears 9/11


Added to Wiki http://wiki.planetside-universe.com/...x_(2013/09/11)
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Old 2013-09-11, 10:40 AM   [Ignore Me] #7
Crator
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Re: A wild Hotfix appears 9/11


Some nice fixes there!
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Old 2013-09-11, 11:49 AM   [Ignore Me] #8
PredatorFour
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Re: A wild Hotfix appears 9/11


New patch seems to stay true to what they said about adding to the code and fucking it up more. My fury and pods dont do splash damage on miller
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Old 2013-09-11, 12:57 PM   [Ignore Me] #9
Carbon Copied
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Re: A wild Hotfix appears 9/11


Yep bulldogs, UBGL, pods, furys, grenades and most shell based explosives all now not working (tanks seemed to be getting AP fine). Scatty hit detection and seemingly increased amount of lag - all non-patch notes extras.

Edit: Seems like the recon tool placeholder snuck through as well for 1000 certs - although it's not actually certable and will just deduct you the 1000 certs without giving you anything..

Last edited by Carbon Copied; 2013-09-11 at 01:10 PM.
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Old 2013-09-11, 01:12 PM   [Ignore Me] #10
Dodgy Commando
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Re: A wild Hotfix appears 9/11


This is why I'd rather they spend the time required to get it right, even if my patience is sorely tested in the process. Bitching about how they shouldn't have released the game in the state it was released and what have you is all well and good, but this is what we're stuck with (I have no problems calling them out on it, though).

I support them fully in fixing the game and taking the time necessary to do so successfully.
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Old 2013-09-11, 01:12 PM   [Ignore Me] #11
xmodum
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Re: A wild Hotfix appears 9/11


Just got into the game, and personally this is why I'm gonna play for free for a while. Love this game, but some of this is just silly, apparently the "discoballs" from PTS even made it in despite the bug being known about.

Meh, beautiful and fun as hell game still.
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Old 2013-09-11, 01:20 PM   [Ignore Me] #12
ChipMHazard
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Re: A wild Hotfix appears 9/11


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Old 2013-09-11, 02:28 PM   [Ignore Me] #13
Selerox
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Re: A wild Hotfix appears 9/11


The Magrider PPA is unhinged right now. Lots of stuff seems to be persisting right now, which is collapsing performance across the board in areas with a major battle.

Quartz Ridge on Cobalt is looking fairly bizarre right now...
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Old 2013-09-11, 02:32 PM   [Ignore Me] #14
Reithan
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Re: A wild Hotfix appears 9/11


SOE really needs to hire Xzibit. Because every time they patch, they've got to patch their patch.

QUESTION: If it breaks the game more than it fixes it, can you still call it a Hotfix?
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Old 2013-09-11, 04:20 PM   [Ignore Me] #15
Sunrock
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Re: A wild Hotfix appears 9/11


If PS2 was Rome 2 SOE HQ had been burned down to the ground by an angry mob for all the bugs the new patch got us.

PS: For those that have not heard about all the fuckups SEGA and CA did

Last edited by Sunrock; 2013-09-11 at 04:22 PM.
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