Planetside 2 Updates

  • All servers will come down for Game Update 06 beginning at 6:00 AM. Downtime is anticipated to be less than 2.5 hours. Players may note the following changes:


    General Updates


    Service Ribbons


    • Service Ribbons are quick-to-earn achievements that are repeatable and grant a reward for completing them.
    • Service Ribbons are earned by killing enemies with infantry weapons and by supporting your allies. We will be adding more ribbon types (ex: teamwork, base capture, and vehicle ribbons) in future updates.
    • Players earn an experience bonus (on top of the normal ribbon experience reward) for the first few ribbons earned each day
    • Weapon Ribbons = 10 kills
    • Revive Ribbon = 15 revives
    • Healing Ribbon = Heal 10,000 points
    • Repairing Ribbon = Repair 15,000 points
    • Piloting Ribbon = 20 driver assists
    • Rewards for each are 250xp
    • An additional 500xp if it’s receiving the daily bonus

    Alerts


    • This is a new, dynamic, server controlled event system. Alerts are automatically triggered and communicated to players through notifications and the [Tab] screen.
    • The Alert type being introduced in this initial phase of implementation is Continent Capture. In Continent Capture, empires will need to control a specific continent within a fixed amount of time. If an empire captures all regions on the designated continent before the timer expires that empire will be declared the winner, ending the alert. If no empire captures all regions within the allotted time, all empires will receive a reward proportional to the territory control (i.e. an empire that owns 40% of the territory will earn 40% of the reward). Players do not have to be on the alert continent to receive the reward. The reward is server-wide.
    • While participating in the event areas players will receive a percent increase to their experience rewards.
    • We will be adding more alert types in future updates.

    New Membership Benefits


    • Members now have access to an additional daily sale
    • Members now have access to an additional three character slots as part of their membership

    Client stability improvements


    New in the Depot


    • Extra character slots can now be purchased from the Depot
    • The new common pool NS-15M LMG has been added to the Depot
    • New Mercenary Helmets for Combat Medic and Engineer

    Infantry Updates


    Tank Mines Will no longer arm if thrown on top of a vehicle.


    All Shotguns


    • Maximum damage per pellet reduced to 134 damage on all shotguns that previously did 143 damage.
    • Slowed down to 700 MS, from 575 MS (now matches assault rifle equip times and not carbines).

    Slug Ammunition


    • Slug animation no longer lowers rate of fire when equipped.
    • Now reaches minimum damage at 40 meters, reduced from 65 meters.
    • Minimum and maximum damage are unchanged on semi-auto and auto shotguns. Pump-action slug ammunition had its minimum damage raised to 400 from 360.
    • Iron sights and optics have been realigned to give a better sight picture.

    NC Mauler S6, TR FA1 Barrage, and VS Pandora


    • Rate of fire slowed down to 225 RPM.
    • Short reload time slowed down to 2050 MS.
    • Long reload time is faster at 3350 MS.
    • Lowered vertical recoil to 1.3, from 1.5.

    NC Sweeper, TR TS4 Haymaker, and VS Nova


    • Rate of fire slowed down to 225 RPM.
    • Short reload time slowed down to 2900 MS.
    • Long reload time slowed down to 4100 MS.
    • Lowered vertical recoil to 1.3, from 1.5.

    NC Piston, TR AS16 NightHawk, and VS Thanatos

    • Rate of fire slowed down to 260 RPM.
    • Short reload time slowed down to 2600 MS (long reload unchanged).
    • Recoil recovery rate slowed down to 12 degrees per second, from 15.

    Minimum damage lowered to 50 per pellet.


    NC GD-66 Claw, TR TRS-12 Uppercut, and VS Phobos VX86

    • Chamber time slowed down to 600 MS.
    • Recoil recovery rate slowed down to 12 degrees per second, from 15.

    All NC MAX shotguns


    Extended ammunition lowered from +5 ammunition to +4.


    NC Scattercannon


    • Rate of fire slowed down to 180 RPM.
    • Projectile speed slowed down to 300 m/s.
    • Magazine capacity lowered to 6.
    • Short reload time slowed down to 3800 MS.
    • Long reload time slowed down to 3000 MS.

    NC Mattock


    • Rate of fire slowed down to 180 RPM.
    • Projectile speed slowed down to 400 m/s.
    • Magazine capacity lowered to 6.
    • Short reload time slowed down to 3800 MS.
    • Long reload time slowed down to 3000 MS.
    • Spread accuracy improved and is now at 2.5 degrees.

    NC Hacksaw


    • Rate of fire slowed down to 209 RPM.
    • Projectile speed slowed down to 300 m/s.
    • Magazine capacity lowered to 6.
    • Minimum damage lowered to 50 per pellet.

    NC Grinder

    • Rate of fire slowed down to 180 RPM.
    • Projectile speed slowed down to 275 m/s.
    • Magazine capacity lowered to 8.
    • Short reload time slowed down to 4300 MS.
    • Long reload time slowed down to 3400 MS.

    Fix for the Phoenix dumb-firing if fired quickly after entering iron sights
    The charge on the Lancer can now be sustained through switching to different fire modes (in/out of ironsights)


    • NS-11c

    • Fixed weapon not working with the ammunition belt.

    • Fixed reload speed being 2 seconds for both the short and long reloads. New reload times are:
        • Short: 1.85 seconds
        • Long: 2.35 seconds

    • Fixed forward grip not being aligned with the rail.


    • MAX weapons no longer have incorrect access to rail attachments in the VR zone.
    • Rez icons should now properly display for combat medics over downed ally MAX units
    • Sprinting while reloading a pump action shotgun should no longer cause animation issues
    • Fixed animation issues with using under-barrel attachments
    • MAXes should have proper access to the Ammo Storage Container Suit in VR training
    • The GD-66 Claw reflex sight’s zoom functionality should now be working properly
    • Scope overlays should no longer be removed when hit with an EMP grenade
    • Claymores and Proximity Mines should be causing appropriate damage again
    • Addressed some UI inconsistencies with Heavy Assault’s shield indicator when using Adrenaline Rush
    • Fix for the LX Tacti-Eye no longer being accessible after logging out with the scope attached


    Vehicle Updates

    • Magrider survivability in large falls should be more in line with other vehicles
    • Sunderers should no longer slide after stopping on slopes
    • Reaver composite armor should no longer cover decals
    • When landed and idle, Galaxies should no longer slowly roll backwards
    • The Flash’s Wraith Cloak will now deactivate when the driver changes seats
    • Normal vehicle effects like brakes should come back when the Wraith cloak effect is removed
    • Vanguard IR Smoke, Shield, and Mine Guard utilities will no longer clip through the back plating of the tank
    • We no longer have Safe Ejection utilities that fail to eject you safely
    • Vehicles should no longer start rocking after firing a few times
    • You should now be able to properly exit the Flash rumble seat if they re-mapped their “exit vehicle” key

    UI Updates



    • /l is now a valid shortcut for leader chat
    • The death cam should no longer cancel an active revive prompt
    • Squad Leaders should no longer see “Set Primary Defense” as an option in the Quick Action Menu when targeting allied soldiers
    • Waypoints now properly display on the minimap
    • Updated spawn indicator art on the respawn screen to be more visible
    • Vehicle acquisition timer UI should now be updating properly after spawning a vehicle
    • The AMR-66 should now be filtered properly in the Depot
    • NS weapons should no longer be lacking the preview button in the depot
    • Fix for non-selected characters being deleted in error during character deletion process
    • Enabling Auto join on Log in will properly persist when you navigate away from the UI page

    Facility Updates


    All Phalanx Turrets


    Increased damage resistance to Aircraft Machine Guns from 85% to 94%. This makes it similar to the damage aircraft machine guns can do to tank top armor.


    Spear Phalanx Turret (Anti-Vehicle)


    • Min damage upped from 1000 to 1250
    • Projectile flight characteristics now match Vanguard 150mm HEAT
    • Speed increased from 200 to 250
    • Gravity multiplier decreased from 5 to 4

    Xiphos Phalanx Turret (Anti-Personnel)

    • Changed damage type from personal weapon to heavy machine gun. Allowing it to damage heavy armor targets.
    • Adjusted damage and fall off
    • Max/Min damage adjusted from 218/150 to 200/167
    • Max/Min range adjusted from 100/75 to 85/10

    Aspis Phalanx Turret (Anti-Aircraft)

    • Can now pitch 10 additional degrees downward.
    • Jump pads at The Traverse should now properly acknowledge base ownership
    • NPCs should now spawn more reliably in the VR Training Zone
    • The Peris Amp Station Barracks, Tower, and Eastern Grove forward spawns have proper capture points again
    • Addressed occlusion issues near Zurvan Storage Yard
    • Addressed cosmetic geometry issues at Rashnu Bio Lab
    • Addressed an issue with players getting stuck in geometry near the SE pass of the Crown
    • All banners at Mao Tech Plant should accurately reflect base ownership
    • Addressed an issue with prop objects stacked on a capture point at Mani Biolab
    • Fixed an exploit that allowed players to pull a free MAX from the VR zone and take it to other continents
    • Tower teleporters in VR now work properly.
    • Floating objects in the VR tower have been nailed down.
    • Fixed the floating AV turret at Heyoka’s western forward spawn
    • Fix for SCU shields not properly stopping projectiles and deployables
    • Leaving the VR zone with a tool equipped will no longer break your loadout until you resupply


    Audio Updates


    • There should now be appropriate audio when using the Flash’s turbo utility
    • You should once again be able to hear your own footsteps after exiting a vehicle

    adult n. A person who is finally able to buy all those cool toys


    Berlin kann jeder, Ruhrpott muss man wollen.

  • quelle: http://planetside2.eu/teasers/…iel-update-07-patch-infos


    Spiel-Update 07: Patch-Infos



    Neu im Depot


    · NS-44 Commissioner - Allgemein verfügbar - Schwere Pistole


    · NS-357 Underboss - Allgemein verfügbar - Schwere Pistole


    o Beide dieser neuen Waffen sind statistisch gesehen in den gleichen schwarzen und goldenen Versionen für Station Cash erhältlich.


    · Neue Helme für schwere Angriffseinheiten und MAX-Einheiten


    o NK: GD Titan-113-Helm


    o TR: Bravo-MHS-Helm


    o VS: Protos-Helm


    Neues von der Infanterie


    · Aktive Schutzschilde für schwere Angriffseinheiten und Flak-Panzerung sind nicht länger stapelbar.


    · Jetpacks sind jetzt lauter.


    · Granaten werden jetzt genau auf den Punkt geworfen, den man auch anvisierte. Der Wurfbogen wurde entsprechend angepasst.


    · Panzerminen sind jetzt größer.


    · Forcierter Waffenwechsel nach Einsatz eines Objekts wurde entfernt.


    · Raketenwerfer mit Zielerfassung können jetzt keine Geschütztürme mehr erfassen.


    · Die Zielvorrichtung für das Reparaturwerkzeug funktioniert nun ähnlich wie das des Heilwerkzeugs.


    · VS-Schaden über Entfernung wurde korrigiert. Der VS-Minimalschaden entspricht jetzt dem der anderen Fraktionen.


    o Die halbautomatischen Scharfschützengewehre der VS sind davon ausgenommen. Die Details für diese Waffen stehen unten aufgelistet.


    · Waffenspezifische Änderungen


    o VS Beamer VS3


    Schnelle Nachladezeit: von 1,7 Sekunden auf 1,45 Sekunden
    Längere Nachladezeit: von 2,0 Sekunden auf 1,75 Sekunden
    Zielgenauigkeit: von 0,4° auf 0,3°


    o VS Manticore SX40


    Zielgenauigkeit: von 0,4° auf 0,3°


    o NK Warden, TR AMR-66, Eidolon VE33


    Vertikaler Rückstoß: von 1,0 auf 0,6
    Horizontaler Rückstoß: von 0,25 (min)/ 0,35 (max) auf 0,18 (min)/ 0,22 (max)
    Rückstoß-Erholzeit: von 5° pro Sekunde auf 15° pro Sekunde
    Zielgenauigkeitsverlust pro Schuss: von 0,125 auf 0,1
    Verlust der Präzision pro Schuss aus der Hüfte: von 0,25 auf 0,2
    Zeit zum Ausrüsten: von 0,5 Sekunden auf 0,85 Sekunden
    Schnelleres Nachladen: von 2,3 Sekunden auf 2,5 Sekunden
    Längeres Nachladen: von 3,4 Sekunden auf 3,5 Sekunden
    Schadensskala beginnt jetzt bei 8 anstatt 10 Metern
    Schadensskala endet jetzt bei 65 anstatt 85 Metern
    Der Rückstoß der Kampfgewehre erfolgt jetzt konsequent nach rechts.
    Neuer Aufsatz: Hochgeschwindigkeitsmunition


    o NK AF-18 Stalker, TR SOAS-20, VS Artemis


    Minimalschaden: 112 bei 65 Metern geändert auf 125 bei 65 Metern
    Rückstoß beim 1. Schuss: von 2,5 auf 1,5
    Rückstoß-Erholzeit: von 15° pro Sekunde auf 18° pro Sekunde
    Magazingröße: von 20 auf 24
    Gesamte Munition: von 120 auf 240
    Schnelles Nachladen: von 2,25 Sekunden auf 2 Sekunden (längeres Nachladen unverändert bei 3 Sekunden)
    Zielgenauigkeit: von 0,15 (duckende Bewegung), 0,25 (stehende Bewegung) auf 0,2 (duckende Bewegung), 0,3 (stehende Bewegung)
    Horizontaler Rückstoß: von 0,1 (min)/ 0,3 (max) auf 0,2 (min)/ 0,225 (max)
    Zeit zum Ausrüsten: von 0,5 Sekunden auf 0,75 Sekunden


    o NK AF-6 Shadow, TR HSR-1, VS Nyx VX31


    Runden/Minute: von 260 auf 255
    Vertikaler Rückstoß: von 1,5 auf 1,0
    Rückstoß-Erholzeit: von 6° pro Sekunde auf 8° pro Sekunde
    Schnelles Nachladen: von 2,32 Sekunden auf 2,0 Sekunden (längeres Nachladen unverändert bei 2,9 Sekunden)
    Schadensskala beginnt jetzt bei 15 anstatt 10 Metern
    Schadensskala endet jetzt bei 65 anstatt 85 Metern
    Zielgenauigkeitsverlust pro Schuss: von 0,125 auf 0,3
    Verlust der Präzision aus der Hüfte pro Schuss: von 0,25 auf 0,6
    Zeit zum Ausrüsten: von 0,5 Sekunden auf 0,85 Sekunden
    Magazingröße: von 10 auf 12
    Gesamte Munition: von 70 auf 72 (!)


    o TR M3 Pounder HEG


    Magazingröße: von 2 auf 4
    Geschossgeschwindigkeit: von 70 m/s auf 100 m/s
    Geschossschwerkraft: von 2 auf 10
    Direktschaden: von 375 auf 350
    Schnelleres Nachladen: von 1,25 Sekunden auf 1,75 Sekunden
    Längeres Nachladen: von 1,5 Sekunden auf 2 Sekunden


    o NK NCM2 Falcon


    Nachladen: von 2,5 Sekunden auf 2,4 Sekunden
    Projektilgeschwindigkeit: von 80 auf 100
    Geschossschwerkraft: von 1.5 auf 0.5
    Direktschaden: von 750 auf 700


    o VS Comet VM2


    Projektilgeschwindigkeit: von 60 auf 90
    Magazingröße: von 1 auf 2
    Direktschaden: von 550 auf 350
    Schnelles Nachladen: 1,5 Sekunden (vorher gab es kein schnelles Nachladen. Längeres Nachladen unverändert bei 1,7 Sekunden)


    o TR MRC3 Mercy


    Geschossgeschwindigkeit: von 450 m/s auf 550 m/s
    Maximalschaden: von 143 auf 125
    Schnelles Nachladen: von 2,4 Sekunden auf 2,6 Sekunden


    o TR M6 Onslaught


    Runden/Minute: von 475 auf 490
    Schnelles Nachladen: von 2,4 Sekunden auf 2,2 Sekunden
    Längeres Nachladen: von 3 Sekunden auf 2,8 Sekunden
    Minimalschaden: von 112 auf 100
    Entfernung für Minimalschaden: von 65 Meter auf 50 Meter
    Geschossgeschwindigkeit: von 450 m/s auf 440 m/s


    o M2 Mutilator


    Geschossgeschwindigkeit: von 400 m/s auf 500 m/s
    Längeres Nachladen: von 3,5 Sekunden auf 3,4 Sekunden
    Schnelleres Nachladen: von 2,975 Sekunden auf 2,8 Sekunden


    o All VS MAX Infanterieabwehrwaffen (mit Ausnahme der Nebula VM20)


    Um 0,1° erhöhte Startgenauigkeit in allen Bewegungsarten.


    o VS Blueshift VM5


    Runden/Minute: von 350 auf 365
    Geschossgeschwindigkeit: von 400 m/s auf 500 m/s
    Jetzt 143 Maximal- und Minimalschaden


    o VS Nebula VM20


    Runden/Minute: von 400 auf 425
    Genauigkeitsverlust pro Schuss: von 0,06 auf 0,05
    Schnelles Nachladen: von 2,1 Sekunden auf 2,15 Sekunden
    Längeres Nachladen: von 2,8 Sekunden auf 2,6 Sekunden
    Minimalschaden @ 50 Meter: 112
    Geschossgeschwindigkeit: von 450 m/s auf 430 m/s


    o VS Cosmos VM3


    Geschossgeschwindigkeit: von 400 m/s auf 500 m/s
    Längeres Nachladen: von 3,3 Sekunden auf 3,2 Sekunden
    Schnelleres Nachladen: von 2,475 Sekunden auf 2,4 Sekunden


    o VS Lasher X2


    Neues Modell mit neuen Feuer- und Nachladen-Animationen.


    o VS VA39 Spectre


    Geschossgeschwindigkeit: von 500 m/s auf 570 m/s
    Schadensskala beginnt bei 8 Metern anstatt bei 10 Metern
    Minimalschaden: 250 -> 260


    o VS Phantom VA23


    Geschossgeschwindigkeit: von 500 m/s auf 525 m/s
    Schadensskala beginnt bei 8 Metern anstatt bei 10 Metern
    Minimalschaden: 250 -> 260


    · Fehlerbehebungen


    o Ein Fehler wurde behoben, bei dem die Lebensenergie- und Schildanzeige als leer angezeigt wurde.


    o Fadenkreuz-Flackern beseitigt, das auftrat, wenn LMGs mit Kompensatoren oder Schrotgewehre mit Projektil-Munition verwendet wurden.


    o Ein Fehler mit der externen Charakteranimation der Phobos VX86 wurde behoben.


    o Ein Fehler wurde korrigiert, der mit den Ego- und externen Animationen für die Lancer auftrat, wenn unter bestimmten Bedingungen nachgeladen wurde


    o Ein Fehler wurde korrigiert, der Zugang zu den VMS- oder DMO-Zielfernrohren gesperrt hatte, wenn man sich abmeldet hat und sich dabei Eridani SX5 oder SMG-46 Armistice in Verwendung befand.


    o Visuelle Abweichungen beim Feuer mit dem Lancer in der externen Perspektive wurden korrigiert


    o Mit dem Kauf eines TMS 4-fach Zielfernrohres hat man nun Zugriff auf das korrekte Zielfernrohr


    o Problem mit der Animation in Ego-Perspektive beim Nachladen des NS-11 C beseitigt


    o Flackern des Fadenkreuzes beim OG-4-Zielfernrohr beseitigt


    o Heilt man einen Verbündeten, der durch Beschuss der eigenen Soldaten verwundet wurde, erhält man keine EP mehr.


    o Problem beseitigt, bei dem der AV MANA-Geschützturm in externer Perspektive Projektile nicht richtig angezeigt hatte, wenn mindestens eine Abkühlstufe des Geschützturms gekauft wurde


    Neues von den Fahrzeugen


    · Basis-Seitwärtsbeschleunigungsrate für Magrider erhöht.


    o Höchstgeschwindigkeit nun 20 km/h (vorher: 15)


    o Von 0 auf 20 km/h in 2 Sekunden (vorher: 3 Sekunden, um auf 15 km/h zu kommen)


    o Dadurch sollte der Magrider auch weniger verlangsamen, wenn er sich seitwärts über kleine Erhebungen bewegt.


    · Fahrzeuge nehmen langsamer Schaden, wenn sie sich überschlagen und auf dem Dach landen. Diese Fahrzeuge nehmen allerdings immer noch vermehrt Schaden und werden über kurz oder lang zerstört, allerdings besteht jetzt die Möglichkeit, das Fahrzeug wieder aufzurichten oder die Mitfahrer zu retten.


    · Option hinzugefügt, mit der die Invertierung der Steuerung aufgehoben wird, wenn sich ein Panzer rückwärts bewegt.


    · Flash-Handling verbessert


    o Leichter zu kontrollieren, wenn er sich rückwärts bewegt


    o Bessere Bodenhaftung bei höheren Geschwindigkeiten


    · Fehlerbehebungen


    o Ein Fehler wurde behoben, bei dem es nicht möglich war, die S12 Renegade zu benutzen, während man sie ausprobiert hat


    o Das Reparatursystem vergibt nun auch Unterstützungs-EP, wenn sich der Besitzer nicht auf dem Fahrersitz befindet


    Neues zur Benutzeroberfläche


    · Strategische Kommunikationsverbesserungen


    o Blinkende Kartenregionen wurde entfernt


    o Eroberungsfortschritt wird nun auf der Karte dargestellt


    o Es werden nun Aktivitäten von Verbündeten auf der Karte dargestellt


    o Kuchendiagramme die den Einfluss anzeigen, wurden durch Prozentangaben der Bevölkerung ersetzt


    o Die Visualisierung gegnerischer Aktivitäten wurde verändert. Diese Aktivitäten werden nun in verschiedenen Rotstufen angezeigt statt in unterschiedlichen Farben.


    o Generator-/Spawn-Anzeige für Einrichtungen wurde deaktiviert


    o Der Timer für Sekundärziele wurde zu den HUD-Anzeigen hinzugefügt.


    o Die Symbole von Einrichtungen sind jetzt in allen Zoom-Bereichen auf der Karte sichtbar.


    o Kartenlegende wurde hinzugefügt


    · Serviceschleifen können nun auch für die Einnahme und Verteidigung von Basen verliehen werden.


    · Verbesserte Objektvorschau


    o Die Vorschau geschieht nun im Vollbildmodus


    o Ausrüstung kann jetzt mit verschiedenen Klassen angeschaut werden


    · Verbesserungen im Menü 'Bewaffnung'


    o Im Menü 'Bewaffnung' können nun gesperrte Ausrüstung und Waffen angesehen und freigeschaltet werden


    o In den Hauptmenüs Klasse/Fahrzeug wurde eine Schnellauswahl der Tarnung hinzugefügt. Jetzt können für alle Klassen/Waffen/Fahrzeuge permanente Tarnungen ausgewählt und angelegt werden


    o Alte Startseiten für Klassen und Fahrzeuge entfernt


    o Aktuelle Verbrauchsausrüstung kann jetzt direkt im Klassenmenü erneuert werden


    o Orden werden jetzt in der Ausrüstung auf der Klassenhauptseite angezeigt


    o Schaltfläche für Klassen-/Fahrzeug-Zerts auf der Klassenhauptseite hinzugefügt


    o Felder für spezielle Waffenerweiterungen sind jetzt auf der Klassenhauptseite und in der Waffenauswahl verfügbar


    o Im Waffenauswahlmenü wurden Objektbeschreibungen hinzugefügt


    · Im Waffenauswahlmenü werden bessere Waffenstatistiken angezeigt


    o Die Statisikbalken wurden durch Nummern ersetzt


    o Grafik für Entfernung/Schaden hinzugefügt


    o Noch mehr Waffenstatistiken


    Mündungsgeschwindigkeit
    Munition
    Präzision aus der Hüfte
    Zielgenauigkeit mit Visier
    Zoom Standard-Visier
    Indirekter Schaden


    · Neuer HUD-Indikator für Munitionspakete


    · Im Depot wurde die Kategorie 'Paket' hinzugefügt


    · Option für Steuerungsumkehrung für Kettenfahrzeuge hinzugefügt


    · Fehlerbehebungen


    o Bewaffnungen sollten nun ordnungsgemäß freigeschaltet werden, wenn Spieler mit einer Aktion genügend EP gesammelt haben und den Rang überspringen, der die Bewaffnung freischaltet.


    o Die Trupp-Liste im Fenster 'Mit vereinten Kräften' zeigt nun mehr Truppen an, wenn man nach unten scrolllt.


    o Spawn-Leuchten-Timer sollten jetzt in der Einsatz-Benutzeroberfläche richtig angezeigt werden


    o Spawn-Leuchten-Timer sind nicht mehr an Einrichtungs-Spawn-Timer gekoppelt


    o Spawn-Leuchten sollte nicht mehr den Zustand erreichen, in dem sie permanent zurückgesetzt werden



    Neuigkeiten zu Einrichtungen


    · EP-Belohungen für sekundäre Einrichtungsziele (Generatoren und SKEs) erhöht:


    o Übersteuerung: Von 100 EP auf 250 EP


    o Stabilisierung: Von 100 EP auf 250 EP


    o Ziel-Kill: Von 100 EP auf 500 EP



    · Fehlerbehebungen


    o Die Schatten von Geschütztürmen drehen sich jetzt passend zur Drehung des jeweiligen Geschützturmes


    o Fahrzeuge in VR sollten jetzt verlässlicher spawnen

  • Hey all -


    We're putting the final touches on what should be our biggest Game Update yet! We're really excited about some of the things being released in GU08 and think you will be too. So, I wanted give you guys a quick preview of what is coming with the update.


    The biggest thing you're going to see right away in GU08 is the addition of the Harasser buggy!


    http://www.youtube.com/watch?v=2T0_ZENm0LM&feature=youtu.be


    The Harasser is a lightly-armored highly mobile 3-man assault buggy. Designed primarily for hit-and-run attacks and rapid strike team insertion, the Harasser fills a really fun role in the game. It has a dedicated driver, a gunner who has access to a top mounted 360 degree turret and a rumble seat which can hold any infantry class, including a MAX. Some cool tactics are opened up with the Harasser, some of my favorites so far are to use them with Burster MAXes as a fast moving AA response, equipping a Gate Shield Diffuser to soften up defenders in a courtyard before sending in troops to blow the gens, or of course, using the Turbo to launch yourself over cliffs to your firey death - which isn't so much a tactic, but it's still pretty fun. We can't wait to see the ways you guys use the Harasser to bring a new dimension to the vehicle gameplay on Auraxis!


    Next up, we've got some MAX updates:


    Each empire specific MAX is getting a new set of AV weapons, these are each designed to compliment the existing MAX AV weapons, by creating a long range AV option for the MAX, while the current ones will provide better overall DPS in close range situations. Since the item preview page is pretty good now, I'll let the UI do the talking on these new weapons:






    We've also got a set of 2 new Helmets and 1 new set of armor for each empires MAX.


    We're not 100% done with all the MAX updates yet, however. So, for GU08 have decided to hold off on releasing the new MAX abilities until we have have a bit more time to make sure they are properly tuned. With any new ability or item that substantially changes the way an empire plays in an asymetrical way, we need to be extremely careful about making sure they're perfectly tuned and counterbalanced before releasing them. By keeping these abilities on the Public Test server for a few more days and continuing to iterate and refine them based on feedback from our Public Test players, we hope to get all of the kinks worked out and unleash them on the rest of the servers soon!


    MAXes aren't the only ones getting some new cosmetics with this update, each empire is getting a new infantry helmet that works on all non-MAX classes. These helmets were made based on a lot of requests for more sci-fi inspired helmet options, and we hope you dig them as much as we do.




    Balance and Tuning changes:


    GU08 is also bringing a substantial balance pass on many infantry weapons, virtually all carbines, LMGs, Assault Rifles and SMGs are being touched in one way or another, as well as many of the attachments. The exact changes will be available in the patch notes, but the general idea of this tuning is to carve out specific roles for each weapons, ensure that the weapons intended to shine at long range are doing just that, and that the ones that are supposed to be close quarters slayers aren't dominating in the medium and long ranges as well. This is being done in pursuit of a goal for us to lessen the dominance of any "one-size-fits-all" weapons in the game.


    Tank armor has been increased for GU08 in order to give our lumbering armored friends a bit more survivability. This change mostly means that each tank is capable of taking 1-2 more standard infantry rockets worth of damage before turning into a pile of slag and getting eaten up by nanites. AP rounds for all tanks, and base turrets, as well as the Dalton and 30mm Tank Buster and Shredder Liberator weapons have a new resistance type which bypasses these armor buffs, making those weapons have the exact same number of shots to kill as previously, and further defining them as the best tank killing weapons on the battlefield.



    UI updates:

    On the UI front, we've got a couple enhancements that players have been asking for, some of the big ones include:


    • The ability to separate the customized colors for players and facilities. Now, player and vehicle indicators on the map and hud can be colored with one setting and capture nodes, terminals, territory control and facilities with another.


    • Capture progress bars on the map now animate to denote the direction the capture progress is heading, so you can more quickly understand if it's being captured or resecured.
    • Capture progress bars on the HUD now show a time remaining, to be consistent with those on the map.
    • Ability to preview items which are in a bundle
    • Ribbons and stats now show correctly for vehicle weapons


    Bug Fixes:


    As always we've fixed a ton of bugs, some of the highlights include:

    • Hitting WARP on a continent on the Warpgate map should now put you in the queue more reliably when the continents are heavily loaded
    • Vanguard shield should no longer incorrectly drop when taking small amounts of damage from certain weapons
    • Fixed an issue where two helmets appeared to be equipped simultaneously
    • Many, many more!


    As you can see, this is one of our largest updates to the game so far! We can't wait to get GU08 out to you guys so you can check out all the awesome. Luckily for all of us, the wait won't be long, baring any last minute issues we run into, GU08 will be released to live servers Tomorrow morning at 5am PDT!


    See you on Auraxis!

    adult n. A person who is finally able to buy all those cool toys


    Berlin kann jeder, Ruhrpott muss man wollen.

  • MAX Weapons:

    • NCM3 Raven
      • The NCM3 Raven is a laser guided rocket launcher that deals heavy damage to vehicles. (NC only)

    [/quote][/list][*]MR1 Fracture

    • The MR1 Fracture is a dual rotary cannon that fires high velocity rockets designed specifically to penetrate vehicle armor. (TR only)

    [*]Vortex VM21

    • The VM21 particle accelerator is capable of firing a beam that punches through vehicles. Charging the weapon will increase damage at the cost of more ammunition used per shot. (VS only)


    Faction Helmets

    • NC: Nightstriker Helmet
    • TR: Dreadnought Helmet
    • VS: Hyperion Helmet


    MAX Helmets


    • NC: MT Regulator Helmet, Extractor LP Helmet
    • TR: Golem MRK1 Helmet, Colossus Helmet
    • VS: Preceptor Helmet, Xenoxus Helmet


    MAX Ogre Armor

    • Harasser cosmetic items including Lumifiber Trim, Chassis Lights and a Horn
    • Single Use Camos have been removed from the Depot


    Vehicle Updates


    New Common Pool Vehicle – The Harasser


    • The Harasser is a speedy armored assault buggy that plays a dual role as both a transport and a strike vehicle.
    • Carries three units:
      • Driver
      • Gunner
      • Passenger in rumble seat (supports a MAX unit)
    • A pass was done on the elevation ranges of some vehicle turrets:
    • M20 Basilisk
      • Increased upward elevation range from 35 to 65 degrees
      • Increased downward elevation range from 17 to 24 degrees on Sunderer Only


    • M12 Kobalt
      • Increased upward elevation range from 50 to 65 degrees
      • Increased downward elevation range from 20 to 25 degrees on Sunderer Only


    • ES540 Halberd
      • Increased upward elevation range from 25 to 30 degrees
      • Increased downward elevation range from 7 to 14 degrees


    • Saron HRB
      • Increased upward elevation range from 25 to 30 degrees
      • Increased downward elevation range from 7 to 10 degrees


    • Enforcer ML85
    • Increased upward elevation range from 25 to 30 degrees
    • Increased downward elevation range from 7 to 10 degrees


    Vehicle Weapon Adjustments:


    • M20 Basilisk
      • Upped base cone of fire, but removed additional blooming
      • Min COF increased from .25 to .75
      • Max COF decreased from 1 to .75
      • Lowered projectile speed from 650 to 500
    • M20 Drake
      • Upped base cone of fire slightly, but removed CoF blooming
      • Min COF increased from .25 to .66
      • Max COF decreased from 1 to .66
      • Lowered projectile speed from 750 to 650


    • G40-F Ranger
      • Reduced Flak Damage from 56 to 38
      • Decreased time between shots from 272 to 182
      • Increased Clip Size from 24 to 32
      • Magazine Size certs now gives 3 rounds per rank.
      • Increased Ammo Capacity from 288 to 384
      • Ammo Capacity certs now gives 16 rounds per rank.
      • Increased CoF from 1 to 1.25


    • Reaver M30 Mustang AH
      • Damage per pellet reduced from 175 to 150


    • Scythe Light PPA
      • Increased projectile speed from 250 to 300
    • Mosquito M14 Banshee
      • Direct hit damage increased from 140 to 150


    • Tank Armor Changes. In general the below changes will allow tanks to sustain one more anti-tank round to the front and sides and about 1.5 to 2 more tank rounds to the rear. Armor certifications are listed as decreasing, this was to keep them able to absorb roughly one addition anti-tank round to that side. Also smoothed out some unnecessary inconsistencies between the tanks.


    • Lightning
      • Front Armor Increased from 55 to 65
      • Front Armor certification bonus decreased from 10 to 7
      • Side & Top Armor Increased from 45 to 58
      • Side Armor certification bonus decreased from 10 to 8
      • Top Armor certification bonus decreased from 15 to 8
      • Rear & Bottom Armor Increased


    • Magrider
      • Front Armor Increased from 55 to 63
      • Side & Top Armor Increased from 50 to 58
      • Side Armor certification bonus decreased from 10 to 8
      • Top Armor certification bonus decreased from 10 to 8
      • Rear Armor Increased from -20 to 30


    • Prowler
      • Front Armor Increased from 55 to 63
      • Side & Top Armor Increased from 50 to 58
      • Side Armor certification bonus decreased from 10 to 8
      • Top Armor certification bonus decreased from 10 to 8
      • Rear & Bottom Armor Increased from -20 to 30


    • Vanguard
      • Front Armor Increased from 62 to 68
      • Front Armor certification bonus decreased from 5 to 4
      • Side & Top Armor Increased from 60 to 65
      • Rear & Bottom Armor Increased from -20 to 35


    • New Armor Piercing 30mm Resist Type: A new resist type has been created for Tank Busting caliber chain guns. Tanks have been given a vulnerability to this resist type. This makes these weapons nearly as effective as they were before the above armor increases.


      • Lightning (65)
      • Magrider (60)
      • Vanguard (62)
      • Prowler (60)


    • The following weapons use this new resist type
      • AP30 Shredder
      • CAS30 Tank Buster


    • New Armor Piercing Round Resist Type: A new resist type has been created for AP tanks rounds (and a few other weapons). Tanks have been given a vulnerability to this resist type. This makes these weapons nearly as effective as they were before the above armor increases.
      • Lightning (-25)
      • Magrider (-20)
      • Vanguard (-18)
      • Prowler (-20)


    • The following weapons use this new resist type
      • Lightning L100 Python AP
      • Magrider Supernova FPC
      • Vanguard Titan-150 AP
      • Prowler P2-120 AP
      • Phalanx Spear AV Turret
      • Liberator C150 Dalton


    • Sunderer:
      • Resistance to C4 increased from -50 to -40
      • Critical damage state on Sunderer begins at 13% health remaining instead of 12.5%
      • Two C4 will still place a full health stock Sunderer in critical damage state.


    • Annihilator
      • Damage increased from 1150 to 1200


    Bug Fixes:


    • Fix for ESF external afterburners not being able to be re-equipped if a secondary weapon is selected in VR training
    • Fix for ESF external afterburners not being able to be re-equipped if a secondary weapon is selected in VR training
    • Fixed issue where Vanguard Shield would sometimes immediately shut off or shut off after taking a little bit of damage
    • The Prowler should now have appropriate 3rd and 1st person audio while in Anchored Mode


    Infantry Updates


    Improved MAX Flak Armor. Flak armor explosion resist is now increased 10% each tier.


    Tier 1: 10%
    Tier 2: 20%
    Tier 3: 30%
    Tier 4: 40%
    Tier 5: 50%


    Improved MAX Kinetic Armor. Kinetic Armor now increases the default light projectile resist by 1.5% each tier.


    Tier 1: 81.5%
    Tier 1: 83%
    Tier 1: 84.5%
    Tier 1: 86%
    Tier 1: 87.5%


    Updated MAX Nano-Armor Accelerator


    Renamed to Nanite Auto Repair System.
    Damage delay reduced to 8 seconds.
    Increased Healing rate
    Tier 1: 0.5% per second
    Tier 2: 0.75% per second
    Tier 3: 1.0% per second
    Tier 4: 1.25% per second
    Tier 5: 1.5% per second


    Infantry Weapon Changes


    • The majority of infantry weapons have been adjusted to better even out the performance of the different types. Assault rifles, carbines, and small magazine LMGs have had their equip speeds and reload times tuned to allow them to be more competitive with the larger magazine LMGs. Short range assault rifles and carbines are being reduced in effectiveness at long range. Long range weapons are being increased in effectiveness through individual weapon tuning and related attachment changes. Burst variants are now more accurate. Exact changes are detailed below.


    Weapon Misc. Changes


    • Increased the hold breath time by 1 second when looking through a 6x or higher scope.
    • All rocket launchers now have a short delay between ammo pickups from engineer ammunition packs.
    • All shotguns with a 20 meter max damage range had that max range reduced to 18 meters.
    • Fixed a bug that was causing pump-action shotguns to start their chamber timer early. This will result in the below weapons having a longer delay between each shot.
      • NC GD-66 Claw
      • NC LA39 Bruiser
      • TR TRS-12 Uppercut
      • TR TAS-16 Blackjack
      • VS Phobos VX86
      • VS Deimos VA29


    Weapon Equip Times


    • All Assault Rifles except the below: 0.75 to 0.65 seconds
    • NC Reaper DMR: 0.875 to 0.78 seconds
    • All Carbine Rifles except the below: 0.575 to 0.55 seconds
      • NC AC-X11: 0.7 to 0.65 seconds
    • All Sniper Rifles: 0.75 to 0.85 seconds
    • All Shotguns: 0.7 to 0.75 seconds
    • All SMGs: 0.75 to 0.65 seconds
    • All Scout Rifles: 0.75 to 0.65 seconds
    • TR T7 Mini-Chaingun & VS Lasher X2: 1.3 to 0.9 seconds
    • Both Medical Kit Types: 0.3 to 0.4 seconds
    • LMG equip times are more varied and will be listed below.


    Weapon Attachment Changes


    Compensator

    • Increased vertical recoil reduction on all weapons.


    Suppressor


    • Carbines: These now slow the projectile by 35%, instead of the previous 40%.
    • SMGs: These now slow the projectile by 20%, increased from 18%.


    Velocity Ammunition


    • The velocity increase from this ammo type was increased on the majority of weapon types. The benefit given differs per weapon.


    Forward Grips

    • LMG Forward Grips no longer reduce vertical recoil.
    • Weapons with direction recoil will now lean more toward center when a forward grip is attached.
    • The maximum horizontal recoil cap is now lowered when a grip is attached.
    • All forward grips now have an equip penalty. It ranges from 20ms to 150ms, depending on the weapon, with long range weapons and weapons with an innate slow equip speed being penalized less. In general, it drops all weapons down by one weight class. For example, fast equipping 50 round LMGs will drop to the equip speed of 75 round LMGs.


    Grenade & Smoke Launchers


    • These now have a 4 second delay between ammo pickups from engineer ammunition packs.


    6x Scopes


    • All 6x scopes now have weapon sway.


    Weapon Specific Changes


    NC Gauss Rifle

    • Long Reload: 2.725 to 2.6 seconds
    • Short Reload: 2.05 to 1.95 seconds
    • First Shot Recoil: 2 to 2.15


    NC GR-22

    • Min Damage Range: 65 to 60 meters
    • Short Reload: 2.31 to 2.455 seconds
    • Stand move aimed accuracy: 0.3 to 0.35
    • Max horizontal recoil: 0.225 to .0275


    NC Reaper DMR

    • Long Reload: 3.03 to 2.565 seconds
    • Short Reload: 1.8 to 1.86 seconds


    NC Gauss Rifle Burst

    • Long Reload: 2.725 to 2.6 seconds
    • Short Reload: 2.05 to 1.95 seconds
    • Horizontal Recoil: 0.175 to 0.15
    • Aimed accuracy, crouch moving: 0.15 to 0.075
    • Aimed accuracy, stand moving: 0.3 to 0.15
    • Added Velocity Ammo


    NC Gauss Rifle S

    • Vertical Recoil: 0.35 to 0.34
    • First Shot Recoil: 1.65 to 1.5


    NC Carnage

    • Long Reload: 3.2 to 2.6 seconds
    • Short Reload: 2.55 to 2.285 seconds
    • First Shot Recoil: 3 to 2.25
    • Projectile Speed: 580 to 600
    • Aimed accuracy, stand moving: 0.35 to 0.3
    • Min horizontal recoil: 0.3 to 0.275


    NC AF-19 Mercenary

    • Long Reload: 3.2 to 2.75 seconds
    • Short Reload: 1.760 to 1.8 seconds


    NC GD-7F

    • Min horizontal recoil: 0.2 to 0.225
    • Max horizontal recoil: 0.2 to 0.3
    • Made pull to the left more predictable


    NC AC-X11


    • Long Reload: 3.05 to 2.425 seconds
    • Short Reload: 2.3 to 1.855 seconds


    NC Gauss Compact Burst


    • Long Reload: 3.2 to 2.75 seconds
    • Short Reload: 1.760 to 1.8 seconds
    • Aimed accuracy, crouch moving: 0.15 to 0.075
    • Aimed accuracy, stand moving: 0.3 to 0.15
    • Added Velocity Ammo


    NC Gauss Compact S


    • Short Reload: 2.05 to 2.365 seconds


    NC Razor


    • Long Reload: 2.4 to 2.275 seconds
    • Short Reload: 1.55 to 1.66 seconds
    • Vertical Recoil: 0.4 to 0.35
    • Made recoil direction more predictable


    NC NC6 Gauss SAW


    • Long Reload: 7.4 to 7.5 seconds
    • Short Reload: 6.3 to 6.5 seconds
    • Recoil Settle: 13 to 12
    • Equip Time: 1.0 to 1.2 seconds


    NC EM1


    • Long Reload: 4.6 to 4.465 seconds
    • Short Reload: 3.585 to 3.5 seconds
    • Projectile Speed: 590 to 600 m/s
    • First Shot Recoil: 2.6 to 2.3
    • Equip Time: 1.0 to 0.9 seconds


    NC GD-22S


    • Long Reload: 4.3 to 3.765
    • Short Reload: 3.44 to 3.135
    • Equip Time: 0.9 to 0.8 seconds
    • Increased hip accuracy by 0.5 in all movement states.


    NC Gauss SAW S


    • Long Reload: 5.1 to 5.02 seconds
    • Short Reload: 4.235 to 4.24 seconds
    • Vertical Recoil: 0.5 to 0.45
    • Equip Time: 1.0 to 0.9 seconds


    NC EM6


    • Long Reload: 5.4 to 5.5 seconds
    • Short Reload: 4.32 to 4.655 seconds
    • First Shot Recoil: 1.5 to 1.8
    • Equip Time: 1.0 to 1.1 seconds


    NC Anchor


    • Long Reload: 4.1 to 4.0 seconds
    • Short Reload: 3.075 to 3.37 seconds
    • First Shot Recoil: 2.25 to 2
    • Equip Time: 1.0 to 0.8 seconds
    • Increased hip accuracy by 0.5 in all movement states.


    NC Rebel


    • Aimed Accuracy: 0.5 to 0.3


    NC AF-4 Cyclone


    • Projectile Speed: 375 to 360


    NC NCM2 Falcon


    • Reload: 2.4 to 2.1 seconds
    • Direct Damage: 700 to 850
    • Indirect damage: Max damage reduced from 250 to 80.


    TR T1 Cycler


    • Long Reload: 3.7 to 3.55 seconds
    • Short Reload: 2.8 to 2.755 seconds


    TR Cycler TRV


    • Long Reload: 4.1 to 4.13 seconds
    • Short Reload: 3.007 to 3.12 seconds
    • Min damage range: 65 to 60
    • Aimed stand move accuracy: 0.3 to 0.35
    • Aimed crouch move accuracy: 0.25 to 0.2
    • Max horizontal recoil: 0.275 to 0.3


    TR SABR-13


    • Short Reload: 2.425 to 2.665 seconds
    • Vertical Recoil: 0.35 to 0.4
    • First shot recoil: 1.4 to 0.75
    • Projectile Velocity: 620 to 600


    TR T1B Cycler


    • Long Reload: 3.7 to 3.55 seconds
    • Short Reload: 2.8 to 2.755 seconds
    • Aimed accuracy, crouch moving: 0.2 to 0.1
    • Aimed accuracy, stand moving: 0.3 to 0.15


    TR T1S Cycler


    • Long Reload: 3.885 to 3.65 seconds


    TR Tar


    • Long Reload: 4.1 to 4.11
    • Short Reload: 3.280 to 2.96
    • Min Damage Range: 65 to 60
    • Aimed accuracy, crouch moving: .25 to 0.2
    • Aimed accuracy, stand moving: .3 to .35


    TR TRAC-5

    • Short Reload: 2.6 to 2.595 seconds

    TR LC2 Lynx


    • Short Reload: 2.8 to 2.96 seconds
    • Min horizontal recoil: 0.2 to 0.225
    • Max horizontal recoil: 0.225 to 0.25


    TR T5 AMC


    • Long Reload: 3.1 to 3.13 seconds
    • Short Reload: 2.17 to 2.265 seconds
    • First Shot Recoil Multiplier: 2.5 to 1.5


    TR TRAC-5 Burst


    • Short Reload: 2.6 to 2.595 seconds
    • Aimed accuracy, crouch moving: .2 to 0.1
    • Aimed accuracy, stand moving: .3 to .15
    • Added Velocity Ammunition


    TR TRAC-5 S


    • Long Reload: 3.885 to 3.87 seconds
    • Vertical Recoil: 0.336 to 0.34
    • First Shot Recoil: 1.88 to 1.85


    TR LC3 Jaguar


    • Long Reload: 3.85 to 3.88 seconds
    • Short Reload: 2.8 to 2.755 seconds
    • Max horizontal recoil: 0.25 to 0.275


    TR T9 CARV S


    • Long Reload: 6.5 to 6.11 seconds
    • Short Reload: 5.5 to 5.11 seconds
    • Equip Time: 1200 to 1100


    TR MSW-R


    • Long Reload: 4.25 to 3.65 seconds
    • Short Reload: 3.4 to 3.045 seconds
    • Equip Time: 0.9 to 0.8 seconds


    TR T16


    • Long Reload: 4.95 to 4.925 seconds
    • First Shot Recoil: 3 to 2
    • Equip Time: 1.0 to 1.1 seconds


    TR TMG-50


    • Long Reload: 5.098 to 5.225 seconds
    • Short Reload: 4.233 to 4.24
    • Equip Time: 1.0 to .9 seconds


    TR T32 Bull


    • Long Reload: 4.0 to 3.565 seconds
    • Short Reload: 3.4 to 3.195 seconds
    • Equip Time: 900 to 800


    TR TX2 Emperor


    • Aimed Accuracy: 0.5 to 0.3


    TR Armistice


    • Long Reload: 3.0 to 2.92 seconds
    • Short Reload: 2.275 to 2.25 seconds


    TR PDW-16 Hailstorm


    • Made recoil more consistently pull to the right.


    TR T2 Striker


    • Chamber Time: 0.7 to 0.5 seconds
    • Lock-On Time: 2.5 to 2.25 seconds
    • Note: The fix that lowered the pump-action shotgun rate of fire also lowered the Striker’s. These changes are to compensate for that.


    TR M3 Pounder HEG


    • Direct Damage: 350 to 425
    • Indirect damage: Max damage reduced from 150 to 75.


    VS H-V45

    • Short Reload: 2.55 to 2.565 seconds
    • Damage min range: 65 to 60 meters
    • Aimed accuracy, stand moving: 0.3 to 0.35


    VS CME


    • Long Reload: 3.0 to 2.34 seconds
    • Short Reload: 2.4 to 2.0 seconds
    • First Shot Recoil: 3 to 2.5
    • Min Horizontal Recoil: 0.225 to 0.2


    VS Equinox VE2 Burst


    • Aimed accuracy, crouch moving: 0.15 to 0.75
    • Aimed accuracy, stand moving: 0.25 to 0.125
    • Added Velocity Ammo


    VS Equinox VE2


    • Long Reload: 2.415 to 2.3 seconds
    • Short Reload: 1.8 to 1.875 seconds
    • Vertical Recoil: 0.245 to 0.25
    • First Shot Recoil: 2.25 to 2


    VS Corvus VA55


    • First Shot Recoil: 2 to 1.85
    • Long Reload: 2.4 to 2.47 seconds
    • Short Reload: 1.8 to 2.015 seconds


    VS Solstice


    • Long Reload: 2.2 to 2.28


    VS VX6-7


    • Long Reload: 2.7 to 2.755


    VS Pulsar C


    • Vertical Recoil: 0.42 to 0.4
    • Long Reload: 2.65 to 2.61 seconds
    • Short Reload: 2.0 to 1.82 seconds


    VS Solstice Burst


    • Long Reload: 2.2 to 2.28
    • Aimed accuracy, crouch moving: 0.15 to 0.075
    • Aimed accuracy, stand moving: 0.25 to 0.125
    • Added Velocity Ammo


    VS Solstice SF


    • Long Reload: 2.65 to 2.78 seconds
    • Short Reload: 1.730 to 1.875 seconds


    VS Serpent


    • Long Reload: 3.8 to 2.89 seconds
    • Short Reload: 2.65 to 2.59 seconds


    VS Orion


    • Long Reload: 4.6 to 4.0 seconds
    • Short Reload: 2.8 to 3.045 seconds
    • Maximum horizontal recoil: 0.2 to 0.225
    • Equip Time: 0.9 to 0.8 seconds


    VS VX29 Polaris


    • Short Reload: 4.182 to 4.2 seconds
    • Hip accuracy, stand moving: 3.25 to 3.0


    VS Pulsar LSW


    • Equip Time: 1.0 to 0.9 seconds


    VS SVA-88


    • Short Reload: 3.845 to 3.065 seconds
    • Recoil Settle: 15 to 13
    • Equip Time: 1.0 to 0.9 seconds


    VS Flare


    • Long Reload: 5.0 to 5.225
    • Short Reload: 4.0 to 4.24
    • Equip Time: 1.0 to 0.9 seconds


    VS Ursa


    • Aimed accuracy, stand moving: 0.4 to 0.35
    • Hip accuracy, crouch moving: 3 to 2.5
    • Hip accuracy, stand: 3 to 2.5
    • Hip accuracy, stand moving: 4 to 3.25
    • Equip Time: 1.0 to 0.9 seconds


    VS Eridani SX5


    • Aimed Accuracy: 0.4 to 0.3
    • Long Reload: 2.85 to 2.8 seconds
    • Short Reload: 1.75 to 1.74


    VS Sirius SX12


    • Aimed Accuracy: 0.4 to 0.3


    VS Comet VMT


    • Direct damage: 430 to 475
    • Indirect damage: Max damage reduced from 110 to 80.


    </article>


    • x 30


    RadarX, Today at 1:49 AM</abbr>
    #1[*]



    http://forums.station.sony.com…ex.php?members/radarx.11/RadarXCommunity Relations


    [quote]Bug Fixes and Misc Changes


    • Fix for the extended magazine attachments not taking effect until after reloading.
    • Fixed an animation bug with the Lasher X2’s ammo clip during the reload.
    • Bolt action sniper rifles should no longer be inaccurately labeled as having Semi-Auto fire modes in the Depot.
    • The ammo, barrel, and forward grip cert prices for the AMR-66 should now be consistent with similar weapons for the other factions.
    • Fixed an intermittent issue where shots from the main turret of MBTs would not display properly.
    • Squad Deploy and Instant Action can no longer be utilized as a MAX. Squad deploy will now give the option of deploying as a different class.
    • The auto resupply function will now attempt to purchase up to the max equip count for an item based on available resources.
    • Increased the maximum look angle of infantry when looking down.
    • Fixed VS Cosmos VM3 having a max cone of fire of 7. It now matches all other MAX weapons with a max cone of fire of 3.
    • NC Bouncers and VS Proximity Mines now have attached lights that will allow aware players to spot and avoid them.
    • VS Comet VM2 will no longer show certifications in the VR zone.
    • Fixed an exploit that allowed engineers to create a self-repairing Flash.
    • Consumables no longer require resources to resupply in the VR training zone.
    • The resist shield duration will now correctly increase with each cert rank.

    UI Updates


    • The vehicle stat page now shows stats for individual vehicle weapons. This includes ribbons and medals.
    • Added ability to preview items contained in bundles
    • Added directional indicator to capture progress indicators on the map
    • Colors can now be assigned per entity rather than via a global color setting. This allows players to apply color presets to UI elements that represent players (nameplates, minimap indicators, vehicle indicators, etc.) separate from facilities (basically everything else - objectives, map regions, terminal indicators, etc.).
    • Facility NPC indicators (terminals, vehicle ammo dispensers, etc.) now show up on the map screen at zoom level 5 (same zoom level as objectives).

    Bug Fixes


    • Minimap indicators now properly update their colors when changing them in the settings and then returning to game.
    • Exiting the game should no longer cause Invert Reverse Steering for Tanks setting to toggle off
    • Fixed an issue with the weapon select HUD not updating properly when entering the VR zone
    • The Commissioner and Underboss pistols should now filter properly in the Depot
    • Fixed an issue causing some players to appear to have two helmets equipped simultaneously. May require impacted players to re-equip their helmet.
    • Leaderboards will now display earned certifications only
    • Fixed a display issue with Auraxium Loyalty Level showing as Copper after reclogging
    • Fixed a bug that would end a Twitch TV stream if you Alt –Tab’d out of fullscreen

    adult n. A person who is finally able to buy all those cool toys


    Berlin kann jeder, Ruhrpott muss man wollen.

  • GU09 Patch Notes
    The Lattice Link
    With recent advances in technology, armed forces across Auraxis have developed the ability to more easily disrupt and manipulate the wireless communication and control protocols used by each of the Empires to take command of a base or facility. This has made the traditional methods for taking control of a region unreliable and potentially dangerous.


    In order to maintain the integrity of their control protocols, the Empires have fallen back on an older system – a hard line network that physically connects bases and territories known as the Lattice Link.


    While the hard line approach has been able to negate the recent security issues with using wireless technology, the Empires now require a friendly adjacent link to the Lattice in order to take control of an enemy installation.


    Indar Battle Flow Improvements:
    The flow of combat in the live hex system can be tough to understand and predict, and can give the sense of chaos as opposed to appropriate tactical choices as forces move from one target to the next. We'd like to attempt a different approach that we think will improve the flow of battle significantly.

    • We have reduced the connections available on the map
      • Each region is connected to only a handful of other regions, creating clear conquest lanes
      • This will help direct players to the next fight, and allow you to predict the best places to set up defenses
    • The Facility Forward Spawns have been removed - in their place are new Small Outposts
      • These function just like other Small Outposts. Their layouts are very similar to what the Forward Spawns were, plus the addition of Allatum Botany Wing and Saurva South Fortress.
    • Some underutilized outposts have been removed as they did not improve the new conquest lanes
      • Nanite Pump Station
      • Archaeological Dig Site
      • ARC Bioengineering
      • Leopardwood Nursery
      • Spec-Ops Training Camp
      • Lost End Outlook
      • Mesa Comm. Station
      • Blackshard Platinum Mine
    • Some outposts were moved to locations that better serve the new conquest lanes on Indar
      • Ceres Farms
      • NS Secure Data Labs
      • Seabed Listening Post
    • Dahaka, Zurvan, and Peris have all had layout adjustments to help improve infantry combat flow in the Amp Stations.
    • Nearly every outpost on Indar received some work to help secure the spawn rooms and the capture points. Our goal was to make it make it much tougher to impact these areas from vehicles
    • Crown Capture Points relocated. We moved two capture points for the Crown down onto the nearby bridges. We also moved the spawn room back into the tower
    • We adjusted the road layout on Indar to better match the conquest lanes.
    • Viable redeployment points are now determined based off of “connected distance” across hexes rather than “as the crow flies”
    • Warpgates on Indar that used to yield infantry resources should now be surrounded by regions that yield mechanized resources instead
    • SCU Shields functionality changes – The generators that powered the SCU Shields have been removed. The SCU Shields now power down automatically when the base is 75% captured.

    General Updates
    Interactive Tutorial

    • When creating a new character, players will now have the option to participate in a brief tutorial covering the most basic mechanics of PlanetSide 2.
      • This can be skipped via a checkbox on the character customization screen
    • Existing characters can also run the tutorial at any time by going to the Support page and selecting the Go to Tutorial option.
    • Covers:
      • Accessing main menu
      • Movement
      • Gravity Pads
      • Control Points
      • IFF Shields
      • Equipment Terminals
      • Recognizing Friend from Foe
      • Spotting
      • Basic Combat
      • Classes
      • Teleporters
      • Spawning
      • Redeployment
      • Warpgate Terminals
      • Instant Action

    Instant Action Improvements

    • Instant Action will first try to find a decent fight on your current continent. If it cannot find one it will look for the best fights on any continent. This should prevent instant action from taking players away from Alerts or off a continent they enjoy.

    Added sensitivity slider for aiming down sights (<4x scope)

    • If the default sensitivity feels “off” from what you’re used to, you’ll want to take a minute to re-adjust the slider to get it back to where you like it

    The Helios and Connery servers will be merged with this update.

    • All characters on those servers will be able to log in as normal, they’ll just find themselves on the new Connery server.

    New in the Depot
    Empire Specific Weapons are now available for the Harasser

    • VS: Proton II PPA-H and Saron HRB-H
    • NC: Enforcer ML85-H and Enforcer C85 Modified-H
    • TR: G30 Vulcan-H and P525 Marauder-H

    Other Changes and Additions

    • Lumifiber Trim now available for MBTs
    • Lowered several infantry weapon prices and adjusted some MBT, Sunderer, and Harasser weapon prices
    • Cert Holo Hood Ornament
    • Kill Count Vehicle Decal
    • Be on the lookout for additional sales

    Infantry Updates
    New VS MAX Ability: Zealot Overdrive

    • Increases movement speed while active
    • Speed buff does not increase with cert level
    • Decreases armor effectiveness while active
    • Increases weapon damage while active
    • Damage increases with cert level

    New NC MAX Ability: Aegis Shield

    • Shield absorbs all incoming frontal damage while active
    • MAX is still vulnerable from the side and rear.
    • Shield has large health pool and fast regen rate
    • Health pool increases with cert level

    New TR MAX Ability: Lockdown

    • Increases fire rate, projectile speed, and reload speed when deployed
    • All the above stats increase with cert level
    • Locks down the MAX into position and limits their turning radius until undeploying.

    Buffed spot bonus xp

    • All spot bonus grants are increased from 10 XP to 20 XP
    • All squad spot bonus grants are increased from 15 XP to 30 XP

    Concussion grenade changes

    • All concussion effects will now correctly check line of sight.
    • All concussion effects will now scale down based on distance from the impact point and how exposed the player was when the grenade went off.
    • The duration of the concussion grenade has been reduced. This duration will now scale down slightly based on how far the player was from the impact point.
    • Added unique audio feedback.

    Flash Grenade Changes

    • Adjusted the falloff of the screen effect so that it is more consistent across different times of day.
    • Flash grenades will now remove a player’s UI if that player was close to the impact point.
    • The duration of the flash grenade has been reduced. This duration will now scale down slightly based on how far the player was from the impact point.

    Other Changes

    • The majority of infantry weapons now have a reload threshold. The reload will still count if this threshold is reached and the reload action is interrupted.
    • The default medic revive will now revive players at 50% health (up from 20%). The revive cert line has been adjusted to match the new start point.
    • Minor adjustments to most TR iron sights and scopes to give a more consistent sight picture across different weapons.

    Bug Fixes

    • Fixed an issue that caused players who switched classes from a MAX while at low health to appear to have zero health as their new class.
    • Fixed being able to fire chamber weapons at an increased rate by pressing reload during the chamber time.
    • Removed the delay when swapping away from an in-use heal or repair tool.
    • Fixed the missing magazine on the Infiltrator’s detect tool.
    • Fixed an exploit that allowed the NC15 Phoenix from being reloaded while the player is still controlling the rocket
    • High velocity ammo attachment for the T1B Cycler should now be able to be equipped
    • Fixed high velocity ammunition giving a higher than intended velocity increase on certain weapons.
    • Female VS infiltrators should now be able to display equipped decals properly
    • Zoning during death should no longer cause the UI to display zero shields when spawning back in
    • Serpent VE92 and the LC3 Jaguar’s weapon descriptions now properly list 2 fire modes, Automatic and Semi-Automatic
    • Vortex VM21 should now display a Charge fire mode in the description

    Vehicle Updates
    Enforcer C85 Modified

    • Model has been adjusted to look more NC.
    • Adjustments were made to magazine size and shots per pellet so that it could damage armor and be more useful.
      • CoF no longer blooms after each shot
      • Increased magazine size from 3 to 5
      • Ammo Capacity increased from 60 to 100
        • Certifications now grant 5 additional shots per rank instead of 6
      • Added magazine size certification line. 1 rank that adds 1 round.
      • Time to reload increased from 2500ms to 3000ms
        • Certifications now reduce reload speed by -100ms per rank instead of -90ms per rank
      • Changed to a different resist type which allows it to do light damage to armor
        • Amount of pellets per shot reduced from 12 to 8
        • Damage per shot reduced from 250 to 150

    Enforcer ML85

    • Model has been adjusted to look more NC.
    • Slight Redesign of Enforcer ML85. It can now fire up to 10 rounds before reloading. When you are landing with most of your shots, the TTK is an improvement over the previous version. Projectile speed has been reduced slightly.
    • New Description: “The Enforcer ML85 fires magnetically propelled HEAT darts. The magnetic launcher allows for smaller projectiles so more rounds can be loaded at once, requiring fewer reloads. This gives the ML85 strong and sustainable damage. NC use only.”
      • Clip size increased from 1 to 10
      • Reload speed reduced from 3250 to 3000ms
      • Direct hit damage reduced from 1500 to 700 (650 on Harasser version)
      • Projectile speed decreased from 300 to 200
      • Added fire rate of 1000ms
      • Ammo Capacity increased from 30 to 100
        • Ammo Capacity certifications increased from 3 to 10 per rank.
      • Outer blast radius reduced from 3 meters to 2 meters.

    Proton II PPA

    • Tuning pass done on PPA to make it a more competitive option. Fire rate should feel improved and it should do more damage to armor and has a slightly higher blast radius.
      • Changed to a different resist type, allowing more direct hit damage on vehicles.
      • Fire rate reduced from 600ms to 400ms
      • Max Direct hit damage reduced from 300 to 275
      • Max damage range increased from 10 meters to 50 meters
      • Minimum Direct hit damage increased 150 to 225
      • Min damage range increased from 100 meters to 150 meters
      • Inner blast radius damage reduced from 350 to 300
      • Inner blast radius increased from 1 meter to 1.5 meters
      • Outer blast radius increased from 3 meter to 4 meters
      • Clip size reduced from 60 to 50
      • Ammo Capacity reduced from 420 to 350
        • Amount granted from Ammo Capacity Certs reduced from 60 to 50 per rank.

    Saron HRB

    • Slight redesign of HRB. It can now rapid fire several shots before reloading. It is pin-point accurate on the first shot, but the cone of fire blooms significantly after the first shot. This allows it to ‘unload’ on targets at close range for a faster TTK. TTK at medium to long range should remain the same when waiting for the cone of fire to reset.
    • New description: “The Saron HRB fires fast and accurate armor damaging beams. Accuracy of the HRB decreases significantly for half a second after each shot. VS use only.”
      • Removed firing delay
      • Magazine size increased from 1 to 6
      • Added Fire Rate of 200ms
      • Direct hit damage per shot decreased from 1500 to 425
      • Increased projectile speed from 250 to 300
      • Max ammo capacity increased from 30 to 180
        • Amount granted from Ammo Capacity Certs increased from 3 to 6 per rank.
      • Added cone of fire bloom per shot of 6
      • Added max cone of fire of 6
      • Added cone of fire recovery of 6 in 0.5 seconds
      • Reduced effectiveness of AoE sense it can be spammed against infantry more
        • Inner blast damage decreased from 750 to 350
        • Inner blast radius decreased from 1 meter to 0.5 meters
        • Outer blast radius decreased from 3 meters to 2 meters

    G30 Vulcan

    • Model has been adjusted to look more TR

    P525 Marauder

    • Model has been adjusted to look more TR

    Bug Fixes:

    • A new collision type has been added around the wheels of the Harasser, this should prevent the wheels from clipping into walls (and prevent the Harasser from going into small doors).
    • Did some tuning on the Flash to make it handle a bit tighter like the Harasser.
    • Remote viewed vehicles (this includes vehicles you are manning a turret for) should no longer wobble excessively
    • Fixed some cosmetic issues with Harasser Lumifiber Trim if it was activated while the 3rd person camera was active and the driver did some seat switching
    • Fixed the third person NC MAX animations appearing to constantly melee attack while sitting in the Harasser rumble seat
    • The Harasser’s primary weapon should no longer hit players in the rumble seat
    • Exiting the Harasser rumble seat while next to a grav pad should no longer continue to elevate the player until they crouch
    • The Lightning’s Skyguard Maximum Ammo certification description should now accurately reflect the ammo capacity per rank

    UI Updates
    Cleaned up the display of minimap icons

    • Icons are now smaller assets to mitigate the shimmering-effect and to decrease the footprint
    • Self indicator used in the rotating minimap is now more transparent
    • Decreased the glow on the assets for better readability
    • Squad and platoon indicators are now smaller and more transparent
    • Indicator sorting reconfigured to always show enemies as the top layer

    Added a new Instant Action toggle hotkey

    • Default binding is the “Home” key. This hotkey functions very similarly to Redeploy and can be canceled by pressing the hotkey again.
    • If using Instant Action with the hotkey it will display the destination location where it will take the player.
    • If Instant action is on cooldown when a player presses the hotkey, that player will receive a message indicating the remaining time on the cooldown.
    • If it is used as a MAX or when instant action is unavailable then players will get appropriate error messaging.

    Map Polish

    • Players can now have Territory Control, Enemy Activity, Ally Activity or any combination of the three toggled on at the same time (if they dare!). Territory Control will show up as colored borders if Enemy and/or Ally Activity filters are toggled on.
    • Region rollover is now indicated by outlining the region in white instead of highlighting the fill
    • Resources toggle panel is now combined with the Filter toggle panel
      • You can now click on the filter and resource text to toggle their filter checkboxes

    New Map Viewing Options – Facility Links, Resource Flow, and Influence Cloud

    • The facility connections filter will show how facilities link to each other and their relationships with neighboring facilities.
    • The resource flow filter will show warpgate-connected facilities via their links (supply lines).
    • The influence cloud filter is an alternative display option to territory control. In this view, each facility generates heat in the owner's faction color (large facilities will appear brighter than outposts), creating amore dynamic display than the region boundaries.
    • Added terrain filter option for players that want to turn it off in the map screen

    Other Changes

    • Now able to set waypoints via the minimap by right-clicking it
    • A sound now plays when you receive a tell
    • Expanded minimap ([H] by default) now shows compass
    • Warpgate spawn points no longer have any cooldown
    • Added “Ultra” quality settings

    Bug Fixes

    • Fixed an issue with the Depot where some bundles would improperly display as unlocked if you owned certain items within the bundle
    • MAX units should now be able to request rides from Harasser drivers through the radial action menu
    • Fixed issue with placeable ammo indicator not showing properly tinted icon
    • Fixed an issue which caused the Loading screens to not show their percentage loading properly
    • Fixed issue with changing Fixed Minimap setting not updating the player indicator in the minimap.
    • Non-silenced weapons will now correctly show players on the mini-map.
    • Generators should now display correct timer values on the Map and Minimap
    • Corrected a typo in the description for the AF-18 Stalker

    Facilities Updates
    VR Training:

    • Changed the equipment terminal in front of the VR spawn tubes into a Warpgate Terminal.

    Bug Fixes

    • Generators can no longer be overloaded without having proper territory adjacency
    • Support beams on bridges should now render at appropriate distances
    • Stopped a jump pad at the Allatum Bio Lab from launching you into a tree

    adult n. A person who is finally able to buy all those cool toys


    Berlin kann jeder, Ruhrpott muss man wollen.