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The Re4pers => Planetside 2 News => Planetside 2 - Update Notes => Topic started by: PSNews on 13/01/2022, 22:31

Title: [PTS] Jan. 13, 2022 - PTS Update - Oshur Build 01
Post by: PSNews on 13/01/2022, 22:31
The following PTS build unlocks on Jan. 13, 2022 at 2pm PT (11pm CET).

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Introducing, Oshur

Hey everyone, we're going to handle these patch notes a bit differently than usual. The island continent of Oshur is now available for public testing, and will be through launch. We're running a total of four "official" playtests, where we'll be looking to get massive battles going to more closely simulate live conditions, as well as record footage for use in the launch trailer and beyond. I want to stress that Oshur is still being developed, and there will be two separate Test Builds throughout this process. I'll outline the known issues for Test Build 01 below, to give you all an idea of what will change moving into Test Build 02 next week.

Playtest Times for Test Build 01

Players who log online during either of these test periods will receive the "Work in Progress I" profile banner attributed to their account after Oshur is released. In order to be eligible, you'll need to log onto PTS with the same account that you use on Live servers. There's no restriction to how long you need to stay, we just need to log that you got online during the test. The tests are expected to last roughly an hour and a half.

How to deliver Feedback

Once each playtest concludes, we'll be placing a Google Form below with focused questions about your experience. Additionally, we'll unlock this thread for comments after the first playtest begins, and it will remain open until the next PTS update. A Reddit thread will also be provided for folks who prefer to use that venue.



Cool Stuff in Test Build 01



Known Issues for Test Build 01



Friendly Fire

Dev Note: We'd like to take steps to resolving the pain point of friendly fire, without detracting from the heart of the experience or inviting the new problems that totally disabling friendly fire would create. We'll give these new values a go (though the 50% damage reduction may be too high,) and tune based on results.

Spawn System

There have been some changes to the spawn system that brings it a little closer to where it was a few years ago, but loosened up a bit. This mostly steps away from the Spawn Priority system that was introduced in 2019, and ended up giving far too much freedom after the first few iterations. The goal behind these changes is to reduce the speed of the redeploy meta, and move back toward more prominent vehicle transport. There are compromises with the current tuning will still allow for easy spawning locally, and Join Combat/Reinforcements Needed will still be capable of delivering you across the map when it matters.

Construction Changes

There won't be much more than bug fixes in this test build, though you'll see some quality of life and balance adjustments to Construction before release. An example of some of the changes coming to Test Build 02 include increased to harvest and deposit speeds, as well and increased Cortium capacity on uncommon and common cortium veins, among others. Removal/Restrictions on Routers is something we've lined up, but haven't made a final decision on just yet.

Infantry/Vehicle Balance

Kobalt (Ant/Sunderer/Harasser/Flash/MBT)

Dev Note: These changes reduce the damage output and overall uptime of the weapon across all platforms.

NSX Amaterasu

Dev Note: This is an experimental change meant to make the tradeoffs between the standard knife and Amaterasu more even.

UI QoL



Misc. Changes, Fixes, and Additions


Source: Test Server: Announcements (http://forums.daybreakgames.com/ps2/index.php?forums/test-server-announcements.69/)