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The Re4pers => Planetside 2 News => Planetside 2 - Update Notes => Topic started by: PSNews on 17/03/2023, 00:07

Title: [PTS] Mar. 16, 2023 - PTS Update (MAX, A2G, and New Abilities)
Post by: PSNews on 17/03/2023, 00:07
The following update is now available on the Public Test Server.

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Download the Test Server client from this thread after reading the Test Server Policies: https://forums.daybreakgames.com/ps...st-test-server-policies-download-link.114038/ (https://forums.daybreakgames.com/ps2/index.php?threads/read-first-test-server-policies-download-link.114038/)

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Server Performance

In this update, we've made significant performance optimizations to NPCs that can be "interacted with" by the player. These interactable NPCs include terminals, vehicles, generators, conduits, and certain mission objectives – basically any NPC that requires you to press a button to ask it to do something.

Previously these NPCs would query interaction requirements on any character in range, even ones that aren't intending to use them. This change is especially important when it comes to CTF conduits, which were also checking for line of sight (another costly check) at sometimes long distances. We still have areas to investigate further when it comes to the creation of characters on a zone, but these NPC changes address one of the major areas of focus we outlined in an earlier update.

We strongly encourage that if you have a chance to check out the PTS update, please do so. If you see any strangeness with interactable NPCs, we'd like to know that as well.

Faction-Specific Class Abilities

In this update, each faction receives one new class ability! In most cases, these are abilities that were available as prototypes during previous Campaigns, with balance adjustments and cleanup where needed.

Hermes Cloaking (VS Infiltrator only)

Provides a speed-enhancing cloak with added fall resistance to help you maneuver around the battlefield.



Demeter Veil (NC Heavy Assault only)

While active, the Demeter Veil reduces incoming damage to you and nearby allies by 25% for up to 6 seconds.



Triage Pulse (TR Combat Medic only)

A pulse of healing nanites washes over nearby allies, causing them to regenerate health over time, and immediately restoring health for critically injured allies.



Repair Drone (NSO Engineer only)

NSO Engineers have the option to replace their turret with a loyal drone that will repair nearby mechanical targets. Enemies can destroy this drone.



Dev Note: We also plan to bring back the Light Assault's deployable jump pad campaign item as a Black Market purchaseable, but we'd like to take some time to clean up the visuals before releasing it in a later update.

MAX adjustments

The updates to MAX units below are, as a whole, meant to reduce the lethality and longevity of this equipment on the battlefield.

MAX units can no longer be revived

Dev Note: For emphasis -- while this is commonly suggested adjustment that we are willing to try out, it is also a drastic change that will likely have unintended side-effects in the long-term. It will break habits you may have cultivated over the past ten years (reviving MAXes or relying on them to tank for you,) it will likely impact how a MAX unit is used altogether (players may become more timid while in a MAX, which creates more of the exact behavior that this suggested change is attempting to solve for,) and anti-MAX weaponry may need to be rebalanced to account for the added weakness. Any feedback here is appreciated.

Other MAX Adjustments

NC-specific MAX Adjustments

NCM1 Scattercannon

AF-34 Mattock

AF-41 Hacksaw

AF-23 Grinder



Additional Vehicle and Infantry Adjustments

Nimitz Reactor (NC Vanguard Defensive Slot)

Dev Note: The changes here are meant to make Nimitz Reactor a more viable defensive slot option.

ESF Infantry Lock-on Resistances

Dev Note: This pushes ESF into two lock-ons to burning, instead of two shots to kill; and the Dervish can now receive three hits before burning, instead of two.

M14 Banshee (TR Mosquito Nosegun)



M30 Mustang AH (NC Reaver Nosegun)



Misc. Changes, Fixes, and Additions


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

Title: Re: [PTS] Mar. 16, 2023 - PTS Update (MAX, A2G, and New Abilities)
Post by: Stummeursel on 17/03/2023, 08:03
Why we are the first to get nerfed?
And why Airhammet?

Finnaly Banshee nerf
Title: Re: [PTS] Mar. 16, 2023 - PTS Update (MAX, A2G, and New Abilities)
Post by: MrFFF on 17/03/2023, 09:12
- First scroll over the patch notes
- Sees a bunch of notes about NC max shothguns in the corner of his eye
- Turns it off immedietly and walks away mumbling *im to old for this shit*
Title: Re: [PTS] Mar. 16, 2023 - PTS Update (MAX, A2G, and New Abilities)
Post by: Fallengud on 17/03/2023, 09:54
I understand the AH nerf but nerfing the range of the NC max only :o are these guys playing this game? Can you even kill any infantry with an nc max outside of 20 m?
Title: Re: [PTS] Mar. 16, 2023 - PTS Update (MAX, A2G, and New Abilities)
Post by: Coliax on 17/03/2023, 13:50
We really need a new AI weapon for our max that is not a shotgun.
Having no revive + being forced to use a shotgun is a death sentence.
Title: Re: [PTS] Mar. 16, 2023 - PTS Update (MAX, A2G, and New Abilities)
Post by: PandaFraHelvete on 17/03/2023, 23:57
We really need a new AI weapon for our max that is not a shotgun. Having no revive + being forced to use a shotgun is a death sentence.


I barely used the max, if at all, now if I return I will never use it anymore if they continue with such asinine changes
Title: Re: [PTS] Mar. 16, 2023 - PTS Update (MAX, A2G, and New Abilities)
Post by: xxRey619xx on 18/03/2023, 00:01
They fix/update this Game to the Grave.
The Dev really play this Game, i dont think so.:-X
Title: Re: [PTS] Mar. 16, 2023 - PTS Update (MAX, A2G, and New Abilities)
Post by: StrikingSpliff on 18/03/2023, 00:24
Nc get screwed over hard with these changes. Any max ball needs an nso engineer as standard.
Title: Re: [PTS] Mar. 16, 2023 - PTS Update (MAX, A2G, and New Abilities)
Post by: Coliax on 18/03/2023, 01:44
Honestly i think we are better of to use HA with Adren Shield and one Heavy with the new shield instead of Maxes.
Should be around 1933 effective Health (or 2k with aux shield)
Title: Re: [PTS] Mar. 16, 2023 - PTS Update (MAX, A2G, and New Abilities)
Post by: MrFFF on 18/03/2023, 10:08
All that means is the HA ability will be easy to complain about and its going to be nerfed to the ground, like countless times before with other stuff
Title: Re: [PTS] Mar. 16, 2023 - PTS Update (MAX, A2G, and New Abilities)
Post by: Niriuf on 18/03/2023, 10:24
Honestly i think we are better of to use HA with Adren Shield and one Heavy with the new shield instead of Maxes. Should be around 1933 effective Health (or 2k with aux shield)

I'm really curious to see how it will play out in practice. What does it stack with? Is the range workable?
Might be really effective in small pointhold rooms.
Title: Re: [PTS] Mar. 16, 2023 - PTS Update (MAX, A2G, and New Abilities)
Post by: StrikingSpliff on 18/03/2023, 12:39
The ha shield has a short range,you would want one at every doorway or stairs. 

Like vs bolters need a buff!