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Topics - PSNews

Pages: 1 2 3 ... 35
1
Hey all,

Yesterday morning the Valentine's Day Bundles arrived in the Depot at a higher price than intended. This has since been fixed, and all prices are now correct.

If you purchased a bundle at a higher price, you'll automatically be granted a Daybreak Cash refund to match the discount that you should have initially received.

If this is the first you're hearing of the special event, be sure to check it out here. (Double XP is going on right now, too!)

As always, thanks for your support. We'll see you on the battlefield!

Source: Official News and Announcements


2
All PC servers will be taken offline on Wednesday, February 13th, 2019 at approximately 6 PM PT for an immediate maintenance. Downtime is expected to last up to 2 hours, and we apologize for the inconvenience.

Source: Official News and Announcements


3
Planetside 2 - Update Notes / PC Hotfix - 2/13
« on: 14/02/2019, 02:05 »
PC servers will be taken offline on Wednesday, February 13th, 2019 at 6:00PM PT for maintenance. Downtime is expected to last up to 2 hours.

There are no customer facing changes during this update. This is purely an emergency maintenance.

Source: Game Update Notes


4
New Empire Specific Carbines

We've added three new carbines to the arsenal, one for each empire. These weapons are still a work in progress, and lack finished attachments, aesthetic polish, and may receive tuning adjustments prior to release.

  • VE-C Horizon - Vanu Sovereignty - The controllable Horizon carbine fires a horizontal fan of three pellets from the hip, and a tighter, vertical fan of three pellets while aiming down sights.
  • MGR-C1 Charger - New Conglomerate - The Charger has a higher rate of fire than the typical NC Carbine, and has increased damage for the first few shots of every fresh reload.
  • MG-C1 Kindred - Terran Republic - The Kindred is a hard hitting carbine with a short period of increased fire rate every trigger squeeze.


Refine and Refuel - Continent Event

  • The Refine and Refuel continent event has been added to the rotation on Public Test Server. This event is still a work in progress.
  • At the start of the event, two Refineries will spawn toward the center of the map, and there will always be two available on the map at all times.
  • Players are tasked with harvesting Cortium and depositing it into one of the refineries.
  • When a Refinery is full, it will blast off into orbit, and a new one will spawn at another location.
  • The faction with the most refined Cortium at the end of the event will receive access to the (very work in progress) Wasp Prototype air vehicle.
  • The Wasp is a Valkyrie variant that has a nose-mounted mining laser, cortium-fueled afterburners, as well as pilot-operated dual rocket pods.
  • The Wasp is available to spawn at the Warpgate of the victorious faction.


Join Combat Revision

This system has been restructured, and should no longer fail to send players off when the countdown completes.

Join Combat now works on a priority system when deciding where to send players.

  • First, it looks for ideal populations and balanced fights.
  • If none exist, it'll simply look for balanced fights.
  • If none of those exist either, it will send the player to attack an enemy frontline base, even if that base is empty.
In addition, it now makes decisions on how to send players to fights.

  • First, the system looks for hardspawns at the chosen location.
  • If none exist, it will then look for soft spawns at the chosen location.
  • If none of those exist either, it will send the player to that location in a drop pod.
  • In the future, we'd also like to sort players into unlocked vehicles with open gunner seats.
Restructuring Join Combat in this way allows us to deliver players to an ideal PlanetSide experience first, wherever they're available. We then focus on intensifying balanced fights that currently exist, while helping generate new fights along the frontlines. These changes work hand in hand with the spawn system revamp mentioned below.

Spawn System Revamp

We've recently made large revisions to the spawn system that will help filter players into more enjoyable fights, discourage overpopulation as it moves from base to base, as well as allow for more freedom to move around the map.

The current, Live spawn system is too restrictive, and doesn't point players in any particular direction. Veteran players will often resort to hopping from spawn point to spawn point in order to reach the fights they want to participate in. At the same time players are discouraged from leaving their current lane, which contributes heavily to the formation of "zergs" that then move down a lattice lane unopposed. This experience is detrimental to new players and veterans alike.

The revised spawn rules now work on a priority system, with ideal spawn locations appearing first, and additional spawn locations appearing after a longer wait period, effectively throttling how quickly players can redeploy around the map, while still giving them the option to do so.

Priority 1 Spawn Locations - Default spawn timer

  • Warpgate
  • Last spawnpoint you used.
  • Spawn Beacons.
  • Squad-spawnable vehicles.
  • Other spawn points within your current region if that region is not overpopulated.
  • Allied regions adjacent to an enemy region with less than 12 players at it.
Priority 2 Spawn Locations - Additional wait time.

  • Spawn locations in your current region if your region is overpopulated.
  • Allied regions with adjacent enemy territory with less than 96 players, and aren't cut off from the lattice.
  • Outfit-owned regions that are not overpopulated, and aren't cut off from the lattice.
Priority 3 Spawn Locations - Longest wait time.

  • Allied regions without enemy adjacency and aren't cut off from the lattice.
These changes give players the ability to jump to low populated regions to start moving down lanes with less occupancy; prohibits players from redeploying directly into overpopulated regions from outside them; and slows down the respawn time in overpopulated regions when your last-used spawn point is destroyed.

We have a lot of flexibility with this system to either loosen up or clamp down harder on the ruleset, and will undoubtedly make adjustments as it continues to shake out.

Vehicles

New Weapon: M202 Wyrm (Scythe, Reaver, Mosquito)

The M202 Wyrm is an ESF secondary weapon that fires hard hitting, slow moving rounds at a low rate of fire.

Functionally, the Wyrm is a more sustained-fire alternative to A2A lockon weaponry for hunting large-air targets, and has the versatility to defend against enemy ESF if the user's aim and prediction is good enough.

This weapon is still a work-in-progress, please leave feedback once you've put some time in with it on PTS.

A2A Lock-on Missiles (Scythe, Reaver, Mosquito)

Reduced the maneuverability of lock-on missiles.

Lockon time from 2sec. to 1.5sec.

Reload from 4sec. to 6sec.

Lockon Speed rank 5 cert cost from 1000 to 500

Lockon Speed cert line benefit from 5/10/15/20% to 5/7/9/10%

Lockon Range rank 5 cert cost from 1000 to 500

Reload Speed cert line benefit changed to a flat percent of 5/7/8/9/10%

Reload Speed cert line cost from 150/200/400/500/1000 to 100/150/200/400/500

Dev Note: The changes here are geared toward making air to air missiles easily dodgeable by ESF, while making it difficult, but possible, for larger air vehicles to avoid as well. The faster base lockon speed, alongside the longer reload time, makes the weapons a bit easier to use regardless of attachment type, while lowering the maximum damage over time these weapons can put out. Lockon speed benefit has been reduced so that other options receive more consideration, and we've also touched some of the cert costs to make the weapon attachments more reachable for lower level players.

NS Operatives

  • Auraxium armor sets now properly accept decals.
  • Auraxium directive weapons can now unlock and equip the proper attachments.
  • Auraxium directive weapons can now earn medals.
  • Auraxium weapon directives now also award a unique banner to NSO characters at the maximum level.
  • Added Auraxium reward weapon to the Assault Weapons directive.
  • Added Auraxium reward weapons to the Auraxium bundle available on Public Test Server.
  • Made tuning adjustments to Auraxium NSO weapons.
  • Moved the Long Rifles directive weapon reward to the correct Assault Weapons directive category.
  • Operatives can no longer receive friendly fire while in friendly Warpgates.
  • Fixed some stretching in the first person arms.


Misc. Fixes, Changes, and Additions

  • TX1-FB Repeater should no longer have access to single-fire mode.
  • When a faction locks a continent, their victory anthem will play.
  • Players in a loading screen should no longer appear until their loading screen is dropped.

5
NS Operatives

The NSO system is working once again on PTS (and alerts should begin firing off again, including the new Refine and Refuel event,) please be sure to jump on to Public Test Server and give them a go.

We'll be running official playtests at a later date once we're closer to our DX11 integration reaching PTS in a functional state.

Additional NSO changes and additions

  • Added placeholder models for NSO Directive Reward Weapons.
  • Added NSO Auraxium Directive Armor.
  • Added NSO Leadership Directive helmet placeholder.
  • NSO specific explosives should now count toward explosive directives.


Misc. Fixes, Changes, and Additions

  • NC semi-auto and automatic shotguns no longer inherit the player's armor camo on the loadout screen UI.
  • Revamped spawn rules are now available on PTS, though the system is still a work in progress.
  • Elysium Spawn Tube now shows the owner's name in the redeploy screen window.
  • Ectoblaster now counts toward generic sidearm directives.
  • Carapace users should now hear hit audio when taking damage.

Source: Planetside 2 Test Server: Announcements


6
Known Issues

NSO characters aren't currently being sorted into teams properly, resulting many broken elements. Work to repair this functionality continues.

Wraith Cloak (Flash)

  • Cooldown from 5sec. to 3sec.
  • Initial energy cost from 25 to 10
Dev Note: These changes made their way to PTS late last year, though notes were never posted. We've also repaired an issue where energy wouldn't drain, that was broken during a fuel bar UI fix around the same time period.

End of Continent Precision Strikes

  • Damage over time area of effect from 300m to 50m
  • Detonation area of effect outer radius from 150m to 100m
Dev Note: Reducing the damage over time area of effect here will lets players redeploy from the zone more easily.

NC MAX

We've decided to increase ammo capacities beyond their current Live values to offset the reduced sustainability of NC MAX shotguns post PTS update.

Slugs should now no longer be available on PTS.

NCM1 Scattercannon

Ammo capacity to 54 to 72

AF-41 Hacksaw

Ammo capacity from 48 to 72

AF-23 Grinder

Ammo capacity from 60 to 72

AF-34 Mattock

Ammo capacity from 54 to 72

Previous patch notes indicated the incorrect damage and falloff for the Mattock shotguns, these values are unchanged as of this PTS, and previous patch notes have been updated to reflect the proper values.

The correct damage and falloff values are as follows: 100 @ 15m - 75 @ 50m

Lockdown (TR MAX)

Renders the player immune to being moved by knockback based attacks, like Orbital Strikes or Tank Mines. (Does not alter the behavior of being bumped by a vehicle, thrown by a jump pad, etc.)

Misc. Changes, Fixes, and Additions

  • MAX slugs have been properly removed and refunded.
  • NSO Proximity Mines, Tank Mines, C4, Mine Carrier, and Demolition Pouch should now provide the correct number of consumables.
  • Auxiliary Shield no longer shows a 3d model overlaid by an icon in the loadout screen.
  • Auxiliary Shield 3d representation changed in the loadout screen.
  • Alert timer now animates into view again when the map screen is closed, for added visibility.
  • Arbiter Armor should no longer have broken skinning.
  • NSO characters no longer go through the Basic Training directive.
  • Amerish Fieldplate for VS females should now show its innate camouflage.
  • Added Pixenal's "Reflection" loading screen submission to the rotation. (https://www.planetside2.com/news/ps2-6th-anniversary-loading-screen-contest-winners-2018)
  • Added FelixTheLion's "TR Scout Mission" loading screen submission to the rotation. (https://www.planetside2.com/news/ps2-6th-anniversary-loading-screen-contest-winners-2018)
  • Added Isonami's "Waiting For Orders" loading screen submission to the rotation. (https://www.planetside2.com/news/ps2-6th-anniversary-loading-screen-contest-winners-2018)
  • Removed the Holiday MAX Crash loading screen from the rotation.
  • Common pool weapons should once again be visible in non-NSO vehicle loadout screens.
  • Modified loadout screen visuals for Auxiliary Shield utility slot item.
  • Speculative fix for an exploit related to reload speeds under certain circumstances.

Source: Planetside 2 Test Server: Announcements


7
Misc. Changes, Fixes, and Additions

Health Bars should once again be visible on spotted targets.

Weapon medals are now set up for NSO Sticky Grenades, Proximity Mines, and Frag Grenades.

Valkyrie

VLG (Valkyrie)

  • Reload speed reverted to 2 sec. from 1.5 sec.
  • Direct damage from 500 to 575
  • Lifespan has been reduced further from 3.5 sec. to 3 sec.
Dev Note: After receiving feedback from PTS, we felt that the reload speed reduced the value of the weapon being wire guided. The damage increase compensates for some of the reverted reload speed, while maintaining the feeling of control.

MAX Weapon Adjustments

We spoke about a MAX unit revamp in various streams, and while this is not that, we did take a moment to address some of the New Conglomerate MAX' weaponry, and do some touchups on VS and TR MAX weapons. The NC MAX' shotgun weaponry has been heavily revised, not only to reel in the stopping power, but also to increase consistency of pellets in each shot, as well as diversify weapon roles to a more noticeable degree. Please provide feedback on these changes after playing with them on PTS, as they have changed significantly from their current performance on Live.

Changes impacting all NC MAX shotgun weapons

Cone of fire has been standardized (and buffed heavily) across these weapons.

  • CoF bloom is now 0.5
  • Standing hipfire CoF is now 0
  • Moving CoF is now 0.5
  • Crouching CoF is now 0
  • Crouch-walking CoF is now 0.25
  • Maximum hipfire CoF of the movement states above is now 1
  • Slug Ammunition attachment has been removed.
  • Short and long reloads have been standardized for these weapons, so hitting a "long reload" is no longer possible.
Weapon specific changes are listed below.

NCM1 Scattercannon

  • Damage range from 130 @ 8m - 50 @ 18m to 125 @ 8m to 35 @ 20m
  • Pellets per shot from 6 to 5
  • Refire rate from 333ms to 500ms
  • Ammo capacity from 60 to 54
  • Short reload from 2.945sec. to 3sec.
  • Long reload from 3.8sec. to 3sec.
  • Pellet spread from 3 to 2
  • Ext. Magazine size from 4 to 2
Dev Note: The Scattercannon is the only shotgun that retains the ability to "one-click bodyshot" infantry targets without headshots, but now comes at higher cost through rate of fire penalties, and a slimmer damage margin to secure a one-shot kill.

AF-34 Mattock

  • Damage range from 100 @ 15m - 70 @ 30m to 100 @ 15m - 35 @ 20m
  • Pellets per shot from 6 to 3
  • Magazine size from 6 to 8
  • Ammo capacity from 60 to 48
  • Short reload from 3sec. to 3.25sec.
  • Long reload from 3.8sec. to 3.25sec.
  • Pellet spread from 2.5 to 1.75
  • Ext. Magazine size from 4 to 2
Dev Note: One of the most popular NC MAX shotguns with the fewest drawbacks. We've pushed the Mattock a bit further into its mid range niche by increasing the reliance on accurate aim, while reducing its versatility at close range.

AF-41 Hacksaw

  • Damage range from 125 @ 8m - 45 @ 18m to 75 @ 8m - 25 @ 15m
  • Pellets per shot from 6 to 5
  • Magazine size from 6 to 8
  • Ammo capacity from 60 to 48
  • Short reload from 3.2sec. to 3.5sec.
  • Long reload from 4sec. to 3.5sec.
  • Pellet spread from 4 to 3
  • Ext. Magazine size from 4 to 2
Dev Note: The Hacksaw still retains the highest damage per second of all the shotguns, while feeling a bit better to use, thanks to the cone of fire and pellet spread adjustments.

AF-23 Grinder

  • Damage range from 130 @ 8m - 50 @ 18m to 50 @ 8m - 20 @ 20m
  • Refire rate from 333ms to 500ms
  • Magazine size from 8 to 12
  • Ammo capacity from 64 to 60
  • Short reload from 3.4sec. to 4sec.
  • Long reload from 4.3sec. to 4sec.
  • This weapon is now automatic.
Dev Note: Despite being the "mag size" shotgun alternative, it didn't have enough of an identity to warrant using over most other options. We've moved this weapon more into a slow, chunky, suppression weapon with a high up time and room clearing capabilities.

VS and TR MAX units

While VS and TR MAX units feel to be in a pretty good spot, a few of the underused weapons were too similar. We're making some minor adjustments to help diversify these weapons a bit more.

Quasar VM1

  • Short reload from 2.1sec. to 2sec.
  • Long reload from 2.8sec. to 2.7sec.
  • Standing CoF from 1.9 to 1.5
  • Moving CoF from 2.4 to 2
  • Crouching CoF from 1.4 to 1.25
  • Crouchwalking CoF from 1.9 to 1.5
Dev Note: The changes here move Quasar into a bit more of a competitive alternative to the Blueshift or Nebulas, and sits somewhere between them in terms of accuracy and damage output.

Cosmos VM3

  • Short reload from 2.1sec. to 2.25sec.
  • Long reload from 3.1sec. to 3sec.
  • Headshot multiplier from 2 to 1.2
  • Projectile velocity from 500 to 400
  • Projectile size increased
  • Projectile visuals modified
Dev Note: This is a somewhat experimental departure from how the weapon used to behave. Instead of being a "higher ammo capacity Quasar," we're moving it more toward an "Unstable Ammunition" style weapon, with less emphasis on headshots and more consistent damage over time.

M1 Heavy Cycler

  • Short reload from 2.4sec. to 2.2sec.
  • Standing CoF from 2 to 1.75
  • Moving CoF from 2.5 to 2.25
  • Crouchwalking CoF from 2 to 1.75
Dev Note: This weapon was essentially an inferior Mutilator, with no real reason to use it if you had any other arsenal option unlocked. Without wanting to change the weapon too much, we increased its reload speed and initial accuracy to give it a more solid place in the arsenal.

Source: Planetside 2 Test Server: Announcements


8
Nanite Systems Operatives (NSO) Fixes and Changes

We've completed much of the remaining functionality for the Nanite Systems Operative faction, and fixed a multitude of reported issues. Please continue to provide bug reports as we move closer to a release date.

  • NSO characters can once again be created.
  • NSO characters are now assigned to the correct factions.
  • Fixed an issue where certain NSO first person animations would cover the screen with the character's shoulder.
  • Grenades and utility objects are now properly purchasable.
  • NSO Construction objects can now be purchased in the depot and from the ANT.
  • NSO characters are now immune to damage in Warpgates.
  • Personal/Squad Waypoints now appear on the map.
  • Radial Menu can now be used.
  • You will no longer start with a spawn beacon in-hand.
  • Sunderer spawns show up correctly now for NSO players.
  • NSO can heal and revive players on the team they have been assigned to.
  • Lock-on weapons can no longer target allied vehicles.
  • NSO players now have voices and sounds based on which team they are assigned to.
  • Teleporters accept NSO characters now.
  • The marketplace now shows the correct weapons in the depot for NSO.
  • New weapon directive categories have been created for NSO. These directive categories differ from those of VS, NC, and TR characters.
  • Models have been updated for the Hardlight Barrier, Proximity Mines, Frag Grenads and Sticky Grenades.
  • Directive rewards are now available for vehicles and infantry in the directive tree.
  • NSO Players can now look at and use ASP.
  • NSO vehicles no longer show as faction tinted in the preview window.
  • Grenade Bandolier interacts correctly with all NSO grenades now.
  • NSO Liberator default weapons now match the other factions.
  • Changed the default starting knife to a more suitable placeholder.
  • NSO characters can now enter VR Training of the faction they are currently assigned to.
Known Issues with Nanite Systems Operatives

  • NSO character models are caked in white on the loadout and death screens.
  • Mine Carrier, Demolition Pouch, and multiple ranks of various mines are broken.
  • Various icons missing or using filler data.
  • Various directive rewards have yet to be established for NSO characters.
  • Health bars aren't showing above spotted targets.
  • Explosives aren't showing icons when spotted, or when friendly.
  • NSO characters can still deal friendly fire in VR Training.


Infantry Adjustments

Anti-Vehicle Grenade (Heavy Assault)

  • Inner blast radius from 1m to 1.5m
  • Armor penetration bonus from 50% to 100%.
Dev Note: These changes provide a modest damage boost against armored vehicle targets, and more consistent damage in other situations.

Vehicle Adjustments

Walker (Sunderer version)

  • Walker refire rate from 120ms to 100ms
Dev Note: This buff puts the Sunderer's Walker anti-air weapon's refire rate in line with the MBT/Harasser/ANT variants, while still having a shorter falloff. This, alongside the Ranger changes below, should make the Walker a more considered choice within the current Ranger meta.

Ranger (All Vehicles)

  • Ranger magazine size from 70 to 60
  • Ranger ammo capacity from 800 to 780
Dev Note: This soft nerf doesn't do much to change the overall power of the weapon, but provides more opportunities for air vehicles to escape if the gunner isn't landing their shots.

Liberator

  • Resistance to Walker (type 22) from 75 to 72.5
Dev Note: This change moves the Walker's damage output against Liberators a bit closer to the Ranger without usurping its role at closer distances.

Decoy Flares (All Air Vehicles)

  • Cooldown from 40/35/30/25 seconds to 35/30/27/25 seconds.
  • Duration from 5 seconds to 8 seconds.
  • Descriptions updated.
Dev Note: The cooldown adjustments are geared toward helping newer players make use of this ability without requiring the later levels of the ability. The duration increase provides some additional usefulness in air combat, and while fleeing hostile territory, without being so much of an increase that A2G vehicles get free reign on infantry combat areas.

Barrage (Prowler Ability)

  • Particle FX redone.
  • Cooldown reduced by 10 seconds at all ranks.
Dev Note: The placeholder shield visuals have been removed, and the ability has been made more available at more ranks.

Flanker Armor (MBT/Lightning Defensive Slot)

  • Flanker Armor now also provides resistance to Infantry Launchers (resist type 34) and A2G Warhead (resist type 23) damage.
  • Percentage at each rank from 5/10/15/20% to 10/15/18/20%.
Dev Note: Flanker Armor was hard to justify using, given other alternatives, due to its niche nature. The adjustments here are intended to make Flanker Armor more useful in more situations, while also making each rank more new player friendly to cert into.

Misc Fixes, Changes, and Additions

  • NC Lightning fires projectiles again.
  • Daybreak costing Laser Sights show the right percentage now.
  • Leadership and Objectives directives have moved from the Infantry tab to the Strategic tab.
  • Eliminated a number of decals created by explosive weapons.
  • Vehicle Smoke Screens should no longer be blinding during certain times of day, and additional adjustments have been made to the visuals.
  • VE-H Maw's reloading particle effects should no longer reappear in the world at places players have previously reloaded.
  • Fixed an issue where the Magrider's Saron would muzzle flash when transitioning to third person view.
  • Removed the Gallow's CCLR optic which was shared with the Shortbow. Shortbow still retains access to it, and won't need to be unlocked again if you had already unlocked the optic on the Gallows.
  • Shortbow's CCLR optic now uses the correct icon.
  • Target Focus and Safeguard implants are now equipped by default on new characters.

Source: Planetside 2 Test Server: Announcements


9
All PC & PS4 servers will be taken offline on Wednesday, January 30th, 2019 at 6 AM PT for a brief update. Downtime is expected to last up to 2 hours.

The patch notes for tomorrow's downtime can be found in the PC game update notes section of the forums and the PS4 game update notes section of the forums.

Source: Official News and Announcements


10
Planetside 2 - Update Notes / PC Hotfix - 1/30
« on: 30/01/2019, 03:55 »
PC servers will be taken offline on Wednesday, January 30th, 2019 at 6:00AM PT for maintenance. Downtime is expected to last up to 2 hours.

UI

Right clicking on the vehicle quick-spawn on the redeploy screen should remove your selection.

Misc. Fixes, Changes, and Additions

Improved Zone server stability.

No longer counts disconnected facilities toward completing or granting alert score

Source: Game Update Notes


11
More stuff coming to PTS soon, but here's some changes to take a look at right away. Currently there is a bug preventing creation of new NS characters that should be fixed in our next update.

Server Side Changes

  • Zone Performance Improvements
  • Zone Stability Improvements


UI

  • Numeric Vehicle Health Display Option
  • Drawing more attention to the alert icon whenever you close the map.
  • Right clicking on the vehicle quick-spawn on the redeploy screen should remove your selection.
Vehicle Balance

VLG (Valkyrie)

Speed 25 -> 50

Max Speed 125 -> 150

Reload Speed 2000 -> 1500

Lockon Acceleration .25 -> 2

Lifespan 5 -> 3.5

Lockon Lifespan 4.5 -> 3.4

Hellion (Valkyrie)

Ammo 50 -> 60

Max Damage 167 -> 200

Min Damage 125 -> 143

Dev Note: The VLG may be a bit overtuned. We'll be keeping this on test until we do some actual playtests for NSO. At this point, we can review how powerful it is, and potentially pull it back some.

Bug Fixes

  • Symbiote implant cancels Join Combat.
  • On Large Outpost Capture alert, cut off Outposts will no longer count towards score.
  • General NSO fixes, and content additions.

Source: Planetside 2 Test Server: Announcements


12
More stuff coming to PTS soon, but here's some changes to take a look at right away. Currently there is a bug preventing creation of new NS characters that should be fixed in our next update.

Server Side Changes

  • Zone Performance Improvements
  • Zone Stability Improvements
UI

  • Numeric Vehicle Health Display Option
  • Drawing more attention to the alert icon whenever you close the map.
  • Right clicking on the vehicle quick-spawn on the redeploy screen should remove your selection.
Vehicle Balance

VLG (Valkyrie)

Speed 25 -> 50

Max Speed 125 -> 150

Reload Speed 2000 -> 1500

Lockon Acceleration .25 -> 2

Lifespan 5 -> 3.5

Lockon Lifespan 4.5 -> 3.4

Hellion (Valkyrie)

Ammo 50 -> 60

Max Damage 167 -> 200

Min Damage 125 -> 143

Dev Note: The VLG may be a bit overtuned. We'll be keeping this on test until we do some actual playtests for NSO. At this point, we can review how powerful it is, and potentially pull it back some.

Bug Fixes

  • Symbiote implant cancels Join Combat.
  • On Large Outpost Capture alert, cut off Outposts will no longer count towards score.
  • General NSO fixes, and content additions.

Source: Game Update Notes


13
All PS4 servers will be taken offline on Thursday, January 17th, 2019 at 5:00 PM PT (1:00 UTC) for an update. Downtime is expected to last up to 2 hours.

The patch notes for tomorrow's downtime can be found here.

Source: Official News and Announcements


14
Hi there Planetmans,

During our maintenance this afternoon, we reactivated the Auraximas III Directive to run to through January 18th. We have never reactivated a holiday directive in such a way in the past, and in doing so, all previous progress towards the directive has been lost. We looked into the possibility of restoring this progress from backups, but that process could potentially take days and cause other types of progress to be lost. Given these drawbacks, we have decided not to attempt to restore progress on the directive and apologize to those who thought they would have a lot more time to complete the holiday directive this year.

We apologize for the missteps in communication and the progress that has disappeared with the reactivation of the Auraximas event. We may bring The Little Helper shotgun back in another way so that players will have another opportunity to unlock it in the future.

In the meantime, we'd also like to mention that the PS2 team's priorities have shifted completely to client and server performance. We are aiming to deploy some amazing improvements in the coming months!

Thanks a lot, and we'll be seeing you on the battlefield!

- Nick Silva

Producer, PlanetSide 2

Source: Official News and Announcements


15
All PC servers will be taken offline on Thursday, January 10th, 2019 at 1:30 PM PT for an immediate maintenance to make some back end changes. Downtime is expected to last up to 3 hours.

The patch notes associated with this downtime can be found here.

Source: Official News and Announcements


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