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Topics - PSNews

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1
The PlanetSide 2 Public Test Server will be coming down this evening (Pacific time) for another large game update.

What changed in this update

  • Fixed a number of crashes identified by our recent community playtest.
  • More DX11 Optimizations
  • Fixes for MAX attachments and animations.
  • Fixes for a smattering of other animation related issues. (But not all known animation related issues)
  • Re-exported a handful of art assets causing errors with the client.
  • Fix for vehicle debris left when players log out while in a vehicle.
Known issues

  • Might be unable to login with NSO characters due to UI issues with the character select screen.
  • Quick deploy UI is acting funky.
  • Other NSO issues such as friendly fire in the warpgate have not been fixed yet.


Please log on a find a fight if you can. We are still trying to hunt down any more client crashes remaining in this build. Thank you to everyone that has been helpful us test this upcoming release. As always, you /bug reports have been very helpful. Keep them coming.

Source: Planetside 2 Test Server: Announcements


2
One way server transfers between Briggs and Connery are currently enabled. This will be one way server transfer only, so it is highly recommended to create a character on Connery to see how it feels before confirming the transfer of your character(s).

Source: Official News and Announcements


3
On Thursday, April 11th, 2019, at 2:00 PM PT (11:00 PM CEST) the PlanetSide 2 development team will be hosting a livestream at http://twitch.tv/planetside2!

With DX11 and the Nanite Systems Operatives faction available on the PTS, we're just around the corner from a big live update! We wanted to take a moment to check-in and chat about a couple of the things that are coming to the game, including DX11, Mentor Squads, and maybe even a sneak peek at the future tutorial system.

While the stream won't be too long, you'll also be able to hang out with us on Friday, April 12th, 2019, at 2:00 PM PT (11:00 PM CEST) during our Community Playtest on the PTS! More details will be announced during tomorrow's livestream, but be sure to mark your calendars now.

See you there, soldiers!

Source: Official News and Announcements

4
The PlanetSide 2 Public Test Server will be coming down this evening (Pacific time) for another large game update.

DX11 progress and a more secure future

We've made numerous bug and crash fixes to DX11, as well as some substantial underlying changes to the way our file packing system works.

Our new file packing system offers better encryption of assets, which means a more secure game overall.

In addition, this updated system dramatically reduces the file size of the game... but there's a catch.

All players will be required to re-download the game once this update goes Live. This includes the update going PTS right now.

It was important that we time this structural upgrade with a large, very desirable feature that we could use as a call to arms to incentivize players to re-download the game.

Rest assured that we will be pushing for the return of lapsed players through various campaigns surrounding the release of DX11.

In the coming week, we'll be sharing our livestream and playtest schedule, and maybe a bit more.

Please download this PTS update and continue to help us test the game's stability as well as keep using that /bug command to help us track down all the smaller bugs as well.

Source: Planetside 2 Test Server: Announcements


5
DX11, activate!

The hour is at hand! DX11 has descended upon the public test server! Our testing has proven out substantial framerate increases for various hardware configurations and settings, and there are more gains to be had coming down the pipe.

Alongside that, we've included all sorts of new and exciting bugs to explore! From UI brokeness, to more-slippery-than-normal vehicles, to weird animation issues, to shaders showing up incorrectly, etc.

We plan to run a community playtest toward the end of next week, and a livestream before then. We'll be letting DX11 soak on Test over the weekend, and use the next week to work on known issues, and new ones you, the community, uncover before then.

Be sure to follow @planetside2 on Twitter for updates, and the www.twitch.tv/planetside2 channel for when we go Live!

Source: Planetside 2 Test Server: Announcements


6
Planetside 2 - Update Notes / PC Hotfix - 3/29
« on: 29/03/2019, 02:01 »
PC servers will be taken offline on Friday, March 29th, 2019 at 6:00AM PT for maintenance. Downtime is expected to last up to 2 hours.

NC MAX

We've taken another pass on the NC MAX shotguns to help with their MAX versus MAX potential, without tipping over the MAX versus Infantry balance too much. In some cases this meant increasing the default magazine sizes, hastening the reload speeds, or both.

NCM1 Scattercannon

Magazine size from 6 to 8

Reload speed from 3000ms to 2500ms

AF-34 Mattock

Magazine size from 8 to 10

Reload speed from 3250ms to 2250ms

AF-41 Hacksaw

Reload speed from 3500ms to 2000ms

AF-23 Grinder

Magazine size from 12 to 16

Reload speed from 4000ms to 3500ms

Player Studio

G1ngerBoy's Apocalypse Helmet, for VS, is now available in the Depot.

Misc. Fixes, Changes, and Additions

Players no longer receive healing, repair, revive, shield repair, or resupply experience in the Warpgate.

Source: Game Update Notes


7
NC MAX

We've taken another pass on the NC MAX shotguns to help with their MAX versus MAX potential, without tipping over the MAX versus Infantry balance too much. In some cases this meant increasing the default magazine sizes, hastening the reload speeds, or both.

NCM1 Scattercannon

  • Magazine size from 6 to 8
  • Reload speed from 3000ms to 2500ms


AF-34 Mattock

  • Magazine size from 8 to 10
  • Reload speed from 3250ms to 2250ms


AF-41 Hacksaw

  • Reload speed from 3500ms to 2000ms


AF-23 Grinder

  • Magazine size from 12 to 16
  • Reload speed from 4000ms to 3500ms


Player Studio

G1ngerBoy's Apocalypse Helmet, for VS, is now available in the Depot.

Misc. Fixes, Changes, and Additions

Players no longer receive healing, repair, revive, shield repair, or resupply experience in the Warpgate.

Source: Planetside 2 Test Server: Announcements


8
All PS4 servers will be taken offline on Wednesday, March 27th, 2019 at 6:00 AM PT (14:00 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


9
Planetside 2 - Update Notes / PC Hotfix - 3/21
« on: 22/03/2019, 00:32 »
PC servers will be taken offline on Thursday, March 21th, 2019 at 7:00PM PT for maintenance. Downtime is expected to last up to 2 hours.

  • M202 Wyrm now receives kill medals.
  • M202 Wyrm now contributes directive progress to Scythe, Reaver, and Mosquito directives.
  • New Empire carbines now receive kill medals.
  • New Empire carbines now count toward generic carbine kill directives.
  • Nightshade resist type from 40 (Anti-Materiel Rifle) to 4 (Heavy Machine Gun.)
  • Nigthshade and Fatestealer now count toward generic melee kill directives.
  • Hid the unequippable "Kinetic Shielding" skill line from the Lightning's cert list.
  • EverQuest lore pop-ups will now clear when players reach a different UI screen, ie. opening the map.
  • Valkyrie's VLG nosegun no longer reloading more quickly while aiming through optics.
  • Fixed various detached particle effects and broken audio, including infiltrator's cloak sounds.

Source: Game Update Notes


10
All PC servers will be taken offline on Wednesday, March 20th, 2019 at 6 AM PT for an update. Downtime is expected to last up to 3 hours.

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

Source: Official News and Announcements


11
PC servers will be taken offline on Wednesday, March 20th, 2019 at 6:00AM PT for maintenance. Downtime is expected to last up to 3 hours.

[img alt=[IMG]]https://i.imgur.com/kSkwu0S.jpg

EverQuest turns 20 years old!

The grandfather of MMORPGs, EverQuest, turns 20 years old this month! In support of this historic moment, we've invited some of the EverQuest history into the realm of PlanetSide 2.

From March 18 through March 31st, players will be gain a new EverQuest 20th directive line with some legendary loot at the end of it.

[img alt=[IMG]]https://i.imgur.com/pkjbLKN.jpg

Scattered along the furthest reaches of Auraxis, players will find collectable "shinies" that will reveal some brief glimpses into the history of EverQuest.

Gather the shinies, and complete other tasks to be awarded the Fatestealer dagger at Tier 3 completion.

[img alt=[IMG]]https://i.imgur.com/tqy04ae.jpg

Upon completing a final round of trials, the Fatestealer upgrades into the Nightshade dagger, a corrosive edged weapon capable of damaging heavy armor.

[img alt=[IMG]]https://i.imgur.com/KBrfkHk.png  [img alt=[IMG]]https://i.imgur.com/Mh00M26.jpg

New Carbines have entered the battlefield!

Each faction now has access to a new carbine, fitted with unique mechanics that have yet to be seen in PlanetSide 2.

VE-C Horizon

The Vanu Sovereignty's new Horizon carbine launches a horizontal fan of pellets when fired from the hip, and a tighter, vertical pellet spread while aiming down the optics.

[img alt=[IMG]]https://i.imgur.com/EFkByd1.jpg

MGR-C1 Charger

The Charger carbine uses a new magazine type that, upon reloading the weapon, overcharges the first few shots for increased damage.

[img alt=[IMG]]https://i.imgur.com/2cllUqQ.jpg

MG-C1 Kindred

With the goal of maximizing the firing rate of Terran Republic weaponry, the Kindred was developed using a prototype spindown mechanism that boosts rate of fire each time the trigger is pulled, and settles into a more steady rhythm the longer the weapon fires.

[img alt=[IMG]]https://i.imgur.com/d1httNy.jpg

Meta Game

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 lets players redeploy from the zone more easily.

UI

  • Numeric Vehicle Health Display Option
  • Closing the map during an active alert now plays an animation that draws more attention to the alert timer.


MAX Weapon Adjustments

The New Conglomerate MAX unit's CQC strength has been a bit of a sore spot over the years, as most fights eventually boil down to control over an indoor capture point where shotguns have a large degree of power. We've taken some time to rebalance the NC MAX shotgun arsenal to provide players with more opportunities to play around the strength of these weapons, while also revitalizing the identities of each of the shotgun variants. We've also touched upon some neglected TR and VS anti-infantry MAX weapons with changes that help solidify their place in each faction's respective arsenal.

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 72
  • 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 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 - 75 @ 50m
  • Pellets per shot from 6 to 3
  • Magazine size from 6 to 8
  • Ammo capacity from 60 to 72
  • 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 72
  • 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 72
  • 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.

Lockdown (TR MAX)

Now 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.)

Source: Game Update Notes


12
Character Select Screen

  • We've improved the character select and character create screens to elements to bring in more of the in-game UI flavor, while still revitalizing the look.
  • These screens continue to be a work in progress as we polish it for Live.
Continent Stages

  • Unstable Warpgates now operate in 3 tiers: unstable single-lane (as is on Live,) unstable double lane (which adds an additional lane along the edge of the map,) and stabilized.
  • Unstable Warpgates will now check once every 2 minutes for populations on a continent once it's unlocked, and update the stability tier based on current population. (This can also skip tiers and completely unlock the continent at the 2 minute mark if enough players flood onto a new continent at once.) In addition, Unstable Warpgates stabilize over time in stages, if they have been unstable for too long.
  • Unstable Warpgates no longer rely on the alert system, and instead immediately stabilize the continent up to the appropriate level.
  • (Populations are tracking incorrectly on PTS at the moment, this will be addressed in a later update.)
Empire Carbines

  • VE-C Horizon, MGR-C1 Charger, and MG-C1 Kindred have all received new audio.
  • Made adjustments to attachments selections, and realigned certain optics.
  • Fixed animations related to the Horizon.
Vehicles

Prowler

Rampart Defense Mesh (Defensive Slot)

  • Added new defensive slot item that, while deployed, generates a shield layer on the Prowler that increases its effective health.
  • This shield has downtime when fully depleted, and regeneration is paused for a brief period whenever damage is taken.
  • If the Prowler undeploys, the shield is immediately removed, and redeploying will require the shield to regenerate from zero again.
  • Each rank of this cert line will increase the regeneration rate per second of the shield layer.
Dev Note: In an effort to increase diversity of playstyles and further emphasize faction flavor, we've added a new defensive slot item that empowers the long-range, artillery characteristics of the Prowler.

Magrider

Magburner (Utility Slot)

  • Rank 1 Magburner has been integrated by default, and Magburner's skill line has become a passive part of the vehicle instead of living in the utility slot.
  • Added an additional rank to the Magburner skill line.
  • Moved the cost of each tier up a rank, as the first tier is now free. Costs remain the same overall.
  • Adjusted the regeneration rates of Magburner for better scaling at lower cost ranges.
  • Fuel tank recharge to full from 35/30/25/20 to 35(default)/28/25/22/20
Dev Note: The Magburner ability has always felt important to the Magrider's overall feel, and with recent changes to how other vehicles perform, we felt like now was a good time to integrate this ability while taking some time to refine the cert line associated with it. This does leave the Magrider without a new empire specific ability, but we'll be posting ability candidates on PTS in later releases.

Multi-directional Exhaust (Defensive Slot)

  • Added new "Multi-directional Exhaust" defensive slot item that further reduces the time to recharge Magburner, and allows for limited horizontal strafe capabilities while Magburner is active.
Dev Note: As with the Prowler's new Rampart Defense Mesh, we wanted to add a faction flavored defensive slot that has a noteworthy change to gameplay, and can compete with other available defensive options.

Misc. Bug fixes, changes, and additions.

  • Fixed an issue where damage to a vehicle you previously owned, after pulling a new vehicle, would add grief points to your character.
  • The first time a character loads into a zone after logging in, they should be resupplied. This fixes a handful of first-load issues indirectly.
  • Made some performance improvements by touching some very fundamental parts of the codebase, please let us know if you see anything out of the ordinary. (Not related to DX11, though that should make its way to test in the coming days.)

Source: Planetside 2 Test Server: Announcements


13
All PC & PS4 servers will be taken offline on Tuesday, March 12, 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


14
PC servers will be taken offline on Tuesday, March 12th, 2019 at 6:00AM PT for maintenance. Downtime is expected to last up to 2 hours.



St. Patrick's Day Event

From March 15 through March 17 we'll be running double experience for ALL players, and bringing back some limited edition holiday items, alongside some new ones. Do you love goooooold? This year we've added special "Jackpot" edition pistols for each faction that all contribute to the Exceptional II directive.


The "Jackpot" Cerberus for the Vanu Sovereignty.




The LA3  for the New Conglomerate.




The TX2 for the Terran Republic.

15
NS Operatives

  • Fixed a crash when trying to log in with an NSO character.
  • First logins should now show team color on the first person arms without having to resupply.
  • Voice packs now change correctly if your team changes.
  • Operative loadout base body models are no longer caked in white.
  • Fixed some janky lookin ankles with Operatives on the loadout screen UI.
  • Modified visual FX for spawning, despawning, and changing classes.
Vehicles

Sunderer and ANT

  • Tank Shell resistance (type 7) from -50 to -20
Dev Note: We've walked back some of the tank shell resistance reductions for Sunderers and ANTs over concerns of their limited maneuverability as larger, more easily struck targets. These changes equate to only one less shot to kill from the Live values (from Magrider AP,) instead of the two proposed with the last PTS update.

MBT and Lightning

  • Rear damage multiplier from 2x to 1.5x
Dev Note: We're going pull back some of the rear-damage for these vehicles, which will have numerous interactions across many weapons, for infantry and vehicle play alike. The previous 2x bonus damage was intentionally severe, as it was intended as a counter-balance to the stronger forward and side armor given to tanks with the Combined Arms update. In function, players were too rarely able to take advantage of this benefit in common vehicle to vehicle situations, which contributed to feedback asking for a return of more standardized damage values.

Harasser

  • Tank Shell resistance (type 7) from -50 to -20
  • Engineers in the rumble seat now repair 50% of their normal repair per second value, instead of 30%.
Dev Note: With MBT and Lightning receiving less damage from the rear now, we've decided to reintroduce some of the vehicle's survivability against those targets. In most cases, this change increases the number of shots to kill for a composite armor Harasser by one, and prevents them from falling into a critical state as they normally would have, without composite armor. The additional rumble seat repair rate should also help boost the vehicle's overall survivability mid-fight.

Misc. Changes, Fixes, and Additions

  • Fixed an issue with the last PTS update where Fire Suppression would quickly heal vehicles to full.
  • Warpgates once again block projectile collision from outside.

Source: Planetside 2 Test Server: Announcements


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