LMG Changes Made some more tweaks to LMG's based on player feedback, here are the changes on PTS compared to live; we are looking to get these changes to live at this point.
Orion- ADS moving CoF remains 0.4 (same as Live)
- ADS movement modifier to 0.5, from 0.75
- ADS CoF recoil to 0.04, from 0.05
- Horizontal recoil to 0.22/0.22, from 0.2/0.225
- Horizontal tolerance to 0.8, from 0.9
- Standing hipfire to 2.5, from 2.75
- Moving hipfire to 3.25, from 3.5
- Projectile velocity to 540, from 570
- Short and long reloads to 3.0/3.44, from 3.28/3.655
Betelgeuse- ADS moving CoF remains 0.4 (same as Live)
- ADS movement modifier to 0.5, from 0.75
- ADS CoF recoil to 0.04, from 0.05
- Horizontal recoil to 0.22/0.22, from 0.2/0.225
- Horizontal tolerance to 0.8, from 0.9
- Standing hipfire to 2.5, from 2.75
- Moving hipfire to 3.25, from 3.5
- Projectile velocity to 540, from 570
- Decreased heat bleedoff speed by 20%
SVA-88 & SVA-88 GG- ADS movement modifier to 0.5, from 0.75
- Horizontal recoil to 0.2/0.2, from 0.2/0.225
- Horizontal tolerance to 0.8, from 0.9
- Vertical recoil to 0.4, from 0.44
Pulsar LSW- Can now equip Extended Magazines
- First Shot Multiplier to 1.6, from 2.45
- ADS CoF recoil to 0.04, from 0.05
VX29 Polaris- Maximum damage range to 20m, from 10m
- Recoil angle to 17/17, from 17/20
- Can now equip a Flash Suppressor
Ursa- Moving ADS CoF to 0.35, from 0.4
Flare- Horizontal tolerance to 0.6, from 0.75
- Vertical recoil to 0.4, from 0.44
Anchor- First Shot Recoil Multiplier to 2.2, from 2
- Horizontal recoil to 0.18, from 0.175
- Standing hipfire to 2.75, from 3
- Moving hipfire to 3.5, from 3.75
- Projectile velocity to 570, from 600
EM1- Maximum damage range to 20m, from 10m
- Horizontal recoil to 0.18/0.18, from 0.2/0.2
NC6 Gauss Saw- Moving Aim Down Sights CoF to 0.4, from 0.5
MSW-R- Standing hipfire to 2.75, from 3
- Moving hipfire to 3.5, from 3.75
- Projectile velocity to 550, from 580
T16 Rhino- Maximum damage range to 20m, from 10m
- First Shot Recoil Multiplier to 1.5, from 2
TMG-50- Moving ADS CoF to 0.35, from 0.4
T32 Bull- Reserve ammunition to 240, from 180
- Horizontal recoil to 0.18, from 0.2
T9 CARV-S- Horizontal tolerance to 0.7, from 0.8
T9A Butcher- Added Spinup - Rate of Fire from 750 to 780 over 0.3 seconds.
- Crouching hipfire to 3, from 3.5
- Crouching moving hipfire to 3.5, from 4
- Standing hipfire to 3.5, from 4
- Moving hipfire to 4, from 4.5
Victory PointsContinents will no longer be captured by alerts and territory control alone. Victory points are a new method of scoring in the game, the more points your faction earns the closer to continental victory you will be; if your faction earns a predetermined number of points then continent is yours.
There are a numbers of ways to earn VP:
Permanent Victory Points- Link your warpgate to enemy warpgate #1 = +1 VP
- Link your warpgate to enemy warpgate #2 = +1 VP
- Link your warpgate to enemy warpgate #1 + #2 simultaneously = Continental Victory/Lock
- Capture all Techplants = +1 VP
- Capture all Amp Stations= +1 VP
- Capture all Biolabs = +1 VP
- Capture all major facilities (Amp, Bio, Tech) simultaneously = Continental Victory/Lock
- Win Alerts = +1 VP
Flux Victory PointsCapturing more than 50% of a continents territory can earn you flux Victory Points. Flux Victory Points count towards continental victory but can be won/lost with the territory you control/lose.
Percentage of Territory controlled
- 55% = +1 XP
- 60% = +1 XP
- 65% = +1 XP
- 70% = +1 XP
- 75% = +1 XP
- 80% = +1 XP
- 85% = +1 XP
- 90% = +8 XP (Continental Victory)
Misc- Skill line trees are back
- All facilities and outpost should now be using the new capture ui that went live on large outposts a few weeks ago
Known Issues- Loadouts (both vehicle and infantry) are not persisting through logout/in
- Locking a continent grants 200 certs (this is just test data)
As always, looking for your fededback on these changes.
Source: Planetside 2 Test Server: Announcements (http://forums.daybreakgames.com/ps2/index.php?forums/planetside-2-test-server-announcements.69/)
Are those VS LMG changes buffs or nerfs? :D
Also why the fuck are they nerfing the Anchor and Buffing the EM1...
EDIT: Nevermind about the Anchor, after thinking a bit more seems to be a change not a nerf or buff. Using it at longer range will be a pain, but slightly better at short range engagements.
the new cap method is like all types of alert mixed
Wuhuu EM1 buff! No need to use anything else anymore.
The EM1 DPS is still too low to be useful...
i like all those changes, i would love Ext. Mags on my Pulsar LSW, other stuff is nice too, slight but reasonable changes, EM1 needs a standout thing like Ext. mags, but EM6 has it as well, so no real use (Adv. Laser Sight is not useful)
gimme that right now o.O