The Re4pers - Planetside 2 Outfit on Cobalt
The Re4pers => Planetside 2 News => Planetside 2 - Update Notes => Topic started by: PSNews on 20/10/2015, 20:31
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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 Points
Continents 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 Points
Capturing 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/)
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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.
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the new cap method is like all types of alert mixed
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Wuhuu EM1 buff! No need to use anything else anymore.
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The EM1 DPS is still too low to be useful...
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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