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Messages - PSNews

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1
Hello everyone,

The team is publishing a new build to PTS and expect to unlock at around 3pm (Pacific) today - a little over an hour from now.  

Please patch up and report any critical issues that you may encounter.  We will be monitoring feedback over the weekend and publishing any necessary fixes to PTS Monday or early Tuesday.  If the build is looking solid by early next week, we plan to conduct two larger-scale public playtests by mid-week to confirm whether or not its ready to go Live.  

Below are the changes:

Bastion:

  • Deployables (such as Turrets) can no longer be placed on Bastion weakpoints
  • Flak Cannon rounds now damage Bastions
  • Increased amount of damage Orbital Strike does to Bastions
  • Fixed a rare client crash that could occur when a Bastion that a player is controlling is turning
Sanctuary:

  • Optimized spotlights in Sanctuary for performance
  • Adjusted how sections of Sanctuary for performance
  • Sanctuary resource vendors no longer incorrectly preview a gun model if the user has nothing to trade
Misc:

  • Fixed an issue that caused the last Orbital Strike in your Armory to occasionally be a dud
  • Increased the maximum flight height on Indar by 10%
  • Fixed Desolation world map using the wrong icon and description
  • Outfit War time and date is now displayed correctly
  • Added feedback to Black Market vendor purchases, which should prevent accidental repeat purchases
  • Empire Strength scoring is no longer shown when a Meltdown Alert is active
  • Fixed numerous minor UI issues
  • Fixed a physics crash that was occurring for some players

Source: Test Server: Announcements


2
Hey everyone,

I wanted to provide a quick update on the current state of the Escalation launch.

The team has been working since last night to prepare a new build for PTS.  At this point, we are targeting a publish to PTS tomorrow (Friday) afternoon.  This should include several fixes of issues identified prior to and during the 2/26 playtest.  The changes you can expect to see in the next build will range from major to minor bug fixes and general polish.

Below is the primary list of (but not limited to) issues/improvements that we’re tracking right now and their current completion status internally (figured you might find that useful):

Bastion:

  • Bastion collision can get slightly shifted/offset when the Bastion gets moved.  This can cause certain weak points to appear to not take damage; since the collision is blocking projectiles from reaching them.
  • Rarely, placing Bastion movement and bombardment waypoints can cause a client crash
  • [Fix in QA] Flak cannon rounds detonate on the Bastion but do not do any damage
  • [Fix in QA] Rare client crash that could occur when a Bastion is turning
  • [Fix confirmed on internal build] Deployables (Turrets, etc) can be places on Bastion weak points and will stay there (floating in mid-air) if the Bastion moves
  • [Fixed on PTS, but still tracking] Bastions disappearing or appearing in the wrong location for some players.  We’ve applied fixes for several cases that could cause the Bastion to get into this state and have not seen the issue in the playtests that followed.  Please let us know if you encounter this issue.


Sanctuary:

  • Minimap disappears on certain zoom levels
  • Framerate in Sanctuary isn’t at a level we’re happy with.  Performance optimizations are in progress
  • Directive and Continent Victory sound effects cause Sanctuary music to stop playing


Misc:

  • [Fix in QA] The last Orbital Strike in your Armory occasionally will be a dud
  • [Fix confirmed on internal build] Steel Rain pods do not play the intended Audio effects while dropping from the sky when observed by nearby players
  • Rarely, unlocking Polystellarite can cause a server crash
  • We are chasing a few client crashes not necessarily related to specific player behavior
  • Numerous recently added text strings are missing translation to non-English languages
  • [Fix confirmed on internal build] Numerous minor UI issues such as cut-off text, incorrectly sized icons, or overlapping elements


Once we have a more precise PTS publish time for Friday, we will let you know.  Thank you all again for your patience.  

Andy

Source: Test Server: Announcements


3
Hello everyone,

As mentioned yesterday, we have prepared a new build with several improvements that we would like to rally as many players as possible to participate.  We’ve published the new build to PTS, so it is ready for download.  We will unlock the PTS server at approximately 3:30pm (Pacific) – just under 2 hours from now - and start playing at 4pm.  Like yesterday, our focus is on client/server stability, Bastions and keeping an eye out for any newly introduced critical bugs.  Please watch for server broadcasts for further instructions.

Below is a list of changes that have gone into the new PTS build since last night’s playtest:

  • Warping out to a different zone while in a Bastion then warping back and redeploying to that Bastion should no longer cause the Bastion to appear to stutter on next movement
  • Fixed an issue that could cause the Bastion to disappear for remote players when deploying to the Bastion from extreme distances
  • Minimap placement of Bastion movement waypoints should be more accurate now
  • Did a pass on Bastion batteries, adjusting camera limits and allowing more freedom of movement when pointing towards the Bastion.  Also added cone of fire bloom per shot, but removed projectile gravity and made them fire more rapidly.
  • Fixed inconsistent Bastion engine audio when changing view in the Captain seat
  • Fixed icons and descriptions for manned bastion weapons clients
  • Fixed a client crash that could occur when deploying certain War Assets


Known issues we are still dealing with (not fixed in this build):

  • Sanctuary map disappears on certain zoom levels.
  • Bastion collision can get shifted/offset when the Bastion gets moved.
  • Flak cannon rounds detonate on the Bastion but do not do any damage.
  • Deployables (Turrets, etc) can be places on Bastion weak points and will stay there (floating in mid-air) if the Bastion moves
  • The last Orbital Strike in your Armory occasionally will be a dud.
  • A few, very low frequency client crashes.
  • The last Orbital Strike in your Armory occasionally will be a dud.
Thank you all again for your help!

Andy

Thank you all again for your help!

Source: Test Server: Announcements


4
Hey everyone,

First, I’d like to thank you all for participating in today’s playtest – especially given the short notice.  I can’t tell you how much we appreciate your willingness to login at a moments notice and help us.

During the first playtest session, we encountered a server crash that resulted from a newly introduced code change.  Fortunately, it was very easy to identify and we were able to get a fix implemented and published to PTS within 1.5 hours.

The second session confirmed the server crash was fixed.  However, we were still seeing some issues related to the Bastion de-syncing.  The good news is that we’ve got a handle on potential causes and our programmers are actively working on fixes.  Even though we had server stability, the Bastion issues are enough of a concern that we want to conduct at least a few additional scheduled public tests, with higher server populations, before we have confidence to green-light the update.  This means providing you all with more than a few hours notice.

As a result of today’s playtests, we’re not going to launch Escalation on Wednesday the 26th.

Instead, we are going to schedule another PTS playtest tomorrow (Wednesday the 26th) at 4pm (Pacific).  We may run an impromptu playtest earlier in the day if we can manage to prepare a new build with the necessary fixes, but that is TBD.

Our primary focus during the playtests will continue to be client/server stability, as well as confirming the Bastion de-sync bugs has been addressed.  If any new critical issues surface, we will obviously address those as well.

At this point, the Escalation publish to Live is a day to day decision.  Once we are able to conduct multiple playtests at scale, and confirming the issues above have been resolved, we will make the call to launch.

In the meantime, please join us for the playtest tomorrow and keep the feedback coming.

Thanks

Andy

Andy        

Source: Test Server: Announcements


5
Hey everyone,

With the 26th quick approaching, I wanted to provide a brief update on the overall status of the PS2: Escalation launch…

This past Friday, we published another full build to PTS for public testing/feedback.  Overall, the update is looking pretty damn solid.  However, two areas we are continuing to focus on are Sanctuary performance and a very infrequent bug where Bastion(s) locations can become out of sync on different clients for short periods of time, before correcting to the proper location.  Even though this is a fairly rare occurrence, it can still happen and we want to continue taking the necessary steps for it to never happen once the update is live.

We currently have changes that are being tested internally to further improve Sanctuary performance, as well as fix the Bastion issue.  But as you are probably aware, I’ve lost count of the number of times we *fix* a bug, it checks-out during internal testing, then immediately happens the moment it gets published to PTS or Live with real-world server populations.

So here is the plan…

The team is preparing a new PTS update with the changes outlined above, along with some additional bug fixes, data tuning, launch prep, etc. from the feedback we received over the weekend.  Our goal is to get this build published to PTS by late tonight (Monday) or early Tuesday morning for a public playtest – an invite with timing would go out via social channels to get as many players to participate as possible.  Again, the primary focus would be the Sanctuary perf improvements and Bastion fix, but we will also be keeping a close eye on server performance and client stability.  

Depending on the results of this PTS playtest, we will make a final call on the Escalation update going live on Wednesday the 26th – so your participation is crucial!  If we run into any major issues that cannot be addressed quickly, I have no problem holding the Escalation launch another day(s) to make sure we roll it out without any obvious, glaring issues.

Again, more details about the Tuesday PTS playtest will go out as soon as we have the build prepped, which should be later today.  So please keep an eye on the usual channels; @planetside2, official forums, reddit, etc.

Thank you all again for your help.

Andy

Source: Test Server: Announcements


6
Empire Strength and Continent Meta

  • Mid-continent events (Aerial Anomalies, Maximum Pressure, etc,) have been removed.
  • Territory control of 41% now awards 5 Empire Strength.
  • Territory control of 44% provides an additional 5 Empire Strength, and this effect also occurs at 48%, 52%, 56% and 60% territory.
  • While a Bastion Fleet Carrier is hovering over contested territory, the faction will earn progress toward unlocking 15 Empire Strength. This process takes roughly 17 minutes to complete, and progress made toward this objective is not depleted when the Bastion is destroyed.
  • Eisa Tech Plant (Esamir) Empire Strength benefit from 30 to 25.
  • The Ascent (Amerish) Empire Strength benefit from 15 to 25.
  • The Crown (Indar) Empire Strength benefit from 15 to 25.
Dev Note: This is a first pass at the new continent progression, and we will be making adjustments and doing some UI cleanup here in the future. Bastion power projection will earn Empire Strength more quickly and in smaller chunks, instead of the lump sum we're sending to PTS, in a later update. There will also likely need to be more tuning done post-launch to ensure continents don't feel like they're rotating too quickly, or inversely, feel like they're relying on a Bastion to appear every continent.

Resource Gain in the World

  • When a Meltdown alert triggers, the faction that started the alert will receive an immediate 5x tick of resources from bases they own.
  • When a Meltdown alert ends, the faction that won the alert will receive an immediate 5x tick of resources from bases they own.
  • Unstable Meltdown alerts do the same, but with only a 2x tick of resources from bases owned.
  • At the end of the alert, all outfit ownership is wiped.
Dev Note: These notes were removed from the previous PTS update as the system seemed bugged. These effects should be properly working now though, please report any issues you find.

Bastion Fleet Carrier

Movement

  • Bastion will now rotate in place towards its movement waypoint and won’t move forward until it is facing that direction.
  • Rotation speed has been increased a few degrees per second.
  • Flying too close to the mountain range of The Ascent on Amerish will now push the Bastion away from it.
  • Bastion no longer pitches up and down while ascending or descending, and instead remains level.
  • Movement waypoints will now be rejected if placed too close to Bastion's current position.
  • Fixed various movement related issues and exploits.
Weapons, Softpoints, Response Fighters

  • Weakpoints now have much more health, and have been given a shield bar that regenerates up to 25% of their total health pool while out of combat.
  • Weakpoints should now always properly despawn when the Bastion does.
  • Mauler (waypoint controlled) turrets are now much more powerful, and deal damage in a larger area.
  • Mauler (waypoint controlled) turrets should now always correctly face the direction of their shots.
  • Turrets now have new cameras that showcase the weapons more, and turret angles have been increased.
  • Response Fighters (Interceptors) are now specialty ESF loadouts, fitted with an ejection seat, rank 1 composite armor, rank 1 decoy flares, quick-recharge fuel tanks, and default nosegun variants with higher magazine size.
  • NSO characters will now eject themselves into the Interceptors of their currently assigned faction.
  • We're leaving the door open to do more with these Interceptor variants in the future (including the possibility of customizing them personally.)
Misc. Bastion Changes

  • Fixed an issue where Bastion could get into a bad state when the user summons a different vehicle as the Bastion spawns.
  • Bastion Terminals can no longer be interacted with while continents are Unstable.
  • Bastion icon no longer pops in and out when it is on the edge of the minimap.
  • Captains have received new first and third person Bastion cameras.
  • Going out of bounds with a Bastion will now destroy it.
  • Removed extraneous collision from the Bastion model.
Sanctuary

Environment

  • Fixed numerous geometry, visibility, and texture issues in Sanctuary.
  • Work continues on the outer ring of Sanctuary.
  • Skybox has received significant visual changes.
Vendor Changes

  • Nascent Expeditions Rep. now properly deducts resources you trade to her, and we've added a TEST SERVER ONLY item that will instantly restock all outfit resources when purchased.
  • Expedition Coordinator will notify players when "the boys are on expedition" if the player has no completed expeditions available for debrief.
  • Nascent Expeditions Rep. and Expedition Coordinator now reject players who aren't in an outfit or don't have Expedition Asset Use permissions.
Desolation

  • Upon completion of the Outfit War alert, the continent is now locked to the victorious faction, and players are booted 30 seconds after.
  • Placeholder particle effects have been added on continent lock at every obelisk location. In the future these will be more thematic, and better showcase an outfit's victory.
  • The victorious outfit now receives a free Bastion Fleet Carrier if they do not have one already stocked.
  • Fixed significant graphical issues in Desolation, particularly in the Command Centers.
Misc. Changes, Fixes, Additions

  • Merit balance now updates dynamically on Vendor screens.
  • Players will no longer become stuck if in the rumble seat of a Flash XS-1 as it despawns.
  • The Flash XS-1 can now be driven out of the Warpgate area if initially summoned there.
  • Unlock button now changes to “Unlocked” after user reaches the inventory cap on Flash XS-1.
  • You can no longer start crafting Bastion components if you already have a Bastion Fleet Carrier stocked or under construction.
  • Expeditions can now only be crafted one at a time.
  • Biolab snowy visuals have been reverted.
  • War Assets now use "realistic" values more akin to how they'll be on Live, and the timers remain low for TEST SERVER ONLY.
Known Issues

  • Bastion can get into a state where its collision or location in the world appears differently to different players.
  • A.N.V.I.L. collision may stay in place if players are atop it, and will disappear only when they leave.
  • Sanctuary's framerate issues are still being looked into.

Source: Test Server: Announcements


7
Thank you everyone for helping us test the upcoming Escalation game update on PTS! We're continuing to gather community feedback, make improvements and fixes, and add additional polish to each major feature, which should be reflected in the large update we're pushing today to the the Test Server. Today's patch should have most of the major structures in place, including an accelerated Outfit Wars loop that will allow players to freely participate in tournaments on PTS.

We've posted an article here: https://www.planetside2.com/news/ps2-pts-game-update-february-14-2020

Read on for full patch notes:

OUTFIT WARS

Outfit Wars matches have now been enabled on a recurring schedule. There will be two Outfit Wars that take place each day (EU and NA primetime), starting tomorrow, Saturday February 15, and running through Tuesday, February 18. They will follow the schedule below:

First Outfit War:

  • Opt-In Phase Begins: 8:00 AM PST / 4:00 PM GMT
    • Outfits must opt-in during this phase by using the Outfit Wars tab.
  • Qualify Phase Begins: 11:00 AM PST / 7:00 PM GMT
    • At least one base must be captured in order to earn points during the Qualify phase.
  • Preparation Phase Begins: 11:30 AM PST / 7:30 PM GMT
    • This phase is meant to allow players to let their Outfits know that they've successfully qualified for a match.
  • War Phase Begins: 12:00 PM PST / 8:00 PM GMT
    • When this phase is active, Desolation will be unlocked, and the game mode will go through its routine.
Second Outfit War:

  • Opt-In Phase Begins: 3:00 PM PST / 11:00 PM GMT
    • Outfits must opt-in during this phase by using the Outfit Wars tab.
  • Qualify Phase Begins: 6:00 PM PST / 2:00 AM GMT
    • At least one base must be captured in order to earn points during the Qualify phase.
  • Preparation Phase Begins: 6:30 PM PST / 2:30 AM GMT
    • This phase is meant to allow players to let their Outfits know that they've successfully qualified for a match.
  • War Phase Begins: 7:00 PM PST / 3:00 AM GMT
    • When this phase is active, Desolation will be unlocked, and the game mode will go through its routine.
Outfit Wars Scoring has been adjusted as well.

  • Facilities and Large Outposts are now worth 15 points on capture, and 6 points per 5-minute tick.
  • Small Outposts and Construction bases are now worth 5 points on capture, and 2 points per 5-minute tick.
SANCTUARY

  • The "Nascent Expeditions Representative" in the center shop will now allow you to "trade" resources with her. While on Test Server, resources will not be deducted at this vendor, so if you need more Outfit resources for crafting, you can gain them from her.
  • From the "Outfit Vendor" in the right shop, players can purchase a consumable / deployable flash that is equippable in the Utility Slot (for now.) The "Flash XS-1" is available for Merit, and must be restocked on-board Sanctuary when you've run out.
  • Collision with enemy players has been removed in this zone.
  • We've made numerous geometry fixes, and have added ways to get out of some of the pits players could get stuck in, like the one near the Atrium window.
  • The patrolling Bastion beyond the Atrium window has modified visuals (no contrails, more docile engines,) and the audio has been removed.
  • Shop icons have been added to the Sanctuary minimap.
  • The "Expedition Coordinator" in the center shop will now be more responsive based on the state of your expeditions being crafted/finished in the Outfit armory.
  • Updated visuals of Equipment Terminals.
  • An initial blockout (a blockout is a rough form with very little detail) of the external structure that orbits Sanctuary's hub will now be visible from the various windows aboard Sanctuary.
RESOURCE GAIN IN THE WORLD

  • Capturing Small Outposts now grants 5 Auraxium to any participating Outfit.
  • Capturing Large Outposts and Facilities now grants 25 Auraxium to any participating Outfit.
  • Owning bases with your Outfit still provides the tick rates shown on the map. Ticks occur every 5 minutes.
  • When a Meltdown alert triggers, the faction that started the alert will receive an immediate 5x tick of resources from bases they own.
  • When a Meltdown alert ends, the faction that won the alert will receive an immediate 5x tick of resources from bases they own.
  • Unstable Meltdown alerts do the same, but with only a 2x tick of resources from bases owned.
  • At the end of the alert, all Outfit ownership is wiped.
DESOLATION

  • Various terrain and cover adjustments have been made. This zone is still very much a work in progress.
  • Vehicle and Air pads have had their visuals converted to Construction-style structures, and we've reduced the number available to two of each.
  • Currently, each pad has its own Cortium supply with which to pull vehicles from, but in later updates we'll be adding a main Silo structure which fuels all pads, similar to the normal construction system.
  • Nanite recovery in this zone is still broken, and will be fixed in a later update.
  • This zone no longer appears unlocked when it is unavailable.
  • Relic H is now properly connected to the Warpgates.
BASTION FLEET CARRIER

  • Bastion no longer moves or fires without active waypoints, and waypoints will be removed when the Captain exits the Captain's seat.
  • Bastions now require four separate War Asset components to be crafted before the Bastion itself.
  • Captains no longer receive grief points when allies are damaged by running into the vehicle.
  • Interacting with the Bastion preview model in the terminal no longer causes framerate drops.
  • Bastion map icon no longer detaches itself from the player's map indicator.
  • Players can now redeploy into a Bastion despite leaving and re-entering the zone.
  • NSO characters can no longer deploy into Bastions belonging to other players.
WAR ASSETS AND OUTFIT PAGE

  • Six more Expedition types have been added to the War Asset menu. In the future, only one Expedition will be active at a time.
  • A.N.V.I.L. no longer floats above the ground for some players.
  • A.N.V.I.L. now reserves its landing area, preventing players and vehicles from clipping into them before it lands.
  • A.N.V.I.L. waypoints will now reject placement if they are placed too close to a vehicle or player.
  • Citadel Shield no longer enters a state where its bubble can stay up indefinitely.
  • Outfit Name has been added to the Home screen.
  • Improved the UI feedback for buttons in this screen. It should now be more obvious why something can or can't be crafted.
  • Steel Rain no longer pulls players out of vehicles.
MISCELLANEOUS

  • Optimized the HUD health elements to reduce framerate spikes.
  • Fixed an issue causing players to be unable to Warp to other continents through the map screen.
  • A7 currency no longer resets when the player logs out.
  • Cycling through weapons in Sanctuary no longer causes audio spam.
  • Cortium icon is no longer missing from the Construction terminal.
KNOWN ISSUES

  • A minimum of three Outfits are required to qualify for a full match in the War Phase. Get organized!
  • If a spawned Flash XS-1 is despawned (via the owner re-deploying), if a player is in the rumble seat they will become unable to move.
  • There are some visibility issues in some of the interior structures (Command Centers) in the Desolation map. As a result, terrain geometry will disappear when inside them.

Source: Test Server: Announcements


8
Hey everyone,

The Public Test Server will be coming down Wednesday the 12th at 8am (Pacific) to publish a small update with a number of changes/bug fixes/etc based on the feedback we've received from the community over the past few days. The expected downtime is approximately 2 hours or less.

The update includes the following changes:

Updates:

  • Tuning pass and fixes for Bastion Mauler cannons. Should more reliably hit and do more noticeable damage.
  • When a Bastion is destroyed, its explosion will now damage and impact nearby players and vehicles.
  • Bastions that are not destroyed will “timeout” and leave the zone after one hour.
  • Bastions are now spotted and tracked with the Engagement Radar.
  • Players can now re-deploy when in Desolation.
  • Updated world map selection image for Sanctuary.
  • Polished the Citadel Shield visual effects.
Bug Fixes:

  • Players can now spawn into a Bastion despite exiting and returning to a continent.
  • Bastion turret projectiles now originate from the proper location.
  • All Bastion turrets now properly animate when using waypoint attack.
  • Bastions can no longer be sent out of bounds.
  • Disabled player spotting while in Sanctuary.
  • War Assets can no longer be spawned in Sanctuary.
  • Removed some invisible/broken collision from Sanctuary.
  • Fixed a few client crashes.
In addition, the team is prepare a full update that we plan to publish to PTS either Thursday or Friday of this week. This will include automated Outfit Wars scheduling.

Thank you again for your help and participation as we continue prepping the Escalation Update! Please keep the feedback coming!

The Rogue Planet Team

Source: Test Server: Announcements


9
In case you missed the Planetside 2 Dev Stream yesterday, we've published the first iteration of the upcoming Escalation Game Update to PTS for feedback.  

Details about the update can be found here: https://www.planetside2.com/news/escalation-livestream-recap-feb-2020

For feedback, please feel free to post in the Test Server forum here: https://forums.daybreakgames.com/ps2/index.php?forums/test-server-discussion.70/

We also have a survey that is available via the game launcher.

Bugs can be posted in the Test Server forum as well, or using the /bug reporting tool in-game.

Source: Test Server: Announcements


10
Sharing an update from Rogue Planet Head and PlanetSide 2 Executive Producer Andy Sites about the extended downtime / hardware server upgrade that was performed on Tuesday, January 28:

From Andy:

Wanted to provide some details/transparency on the PlanetSide 2 server hardware upgrades we performed during our database maintenance yesterday. The tech ops team was able to complete the switch-over to the new hardware in all regions EXCEPT Emerald (US East). The logistics for the hardware upgrade in the data center that Emerald is housed in on the US East Coast is a bit more intensive. So we were not able to do it yesterday. I'm speaking with the Daybreak tech ops team this morning to get a handle on the timing of when it will be done. Once we have a confirmed date/time, we will share it. The plan would be to have it coincide with a regular game update, so it shouldn't cause any unnecessary extended down time once ready. We have been getting some positive feedback on the server perf for the regions we did upgrade in yesterday, so I wanted to make sure you all knew about the status of Emerald.

We'll provide an update on the timing of the Emerald (US East) server hardware upgrade once we finalize patch timing for our next PS2 game update.

Source: Official News and Announcements


11
All PC servers will be offline on Tuesday, January 28 starting at 4:30 AM PST (12:30 PM GMT) for extended maintenance to complete a one-time data migration and provide needed upgrades to our server hardware in NA and EU. Downtime is expected to last up to 12 hours.

While servers are down, we are also publishing a small bug fix patch that should resolve the following issues on PC live servers:

  • Fixed a bug that caused footstep audio to get stuck playing.
  • Empire Strength now properly triggers Meltdown Alerts for VS on Indar.
  • Warpgates should no longer incorrectly get stuck in an unstable state.
We anticipate all servers back online this afternoon once maintenance is complete.

Source: Game Update Notes


12
The extended PC maintenance postponed earlier this month has been rescheduled for next Tuesday, January 28, 2020 at 4:30 AM PST / 12:30 PM GMT. NA and EU servers are expected to be down for up to 12 hours on that date.

While we're continuing to make strides reducing downtimes for game updates and standard maintenance, next week's extended downtime is necessary to complete a one-time data migration and provide needed upgrades to our server hardware in NA and EU. We're getting the news out to you now so you have as much heads-up as we can provide, and will do everything we can next Tuesday to wrap maintenance as quickly as possible. Once maintenance concludes and we confirm everything running smoothly, we'll schedule the corresponding PS4 maintenance in the same server regions.

Source: Official News and Announcements


13
PC servers will be taken offline Wednesday, January 15, 2020 at 4:30am PT for an extended downtime to bring you the January update below, and to perform important database migrations and maintenance. This downtime is expected to last up to 12 hours.

Continent Rotation and Empire Strength

Territory now matters at all times, as each empire gains strength when key facilities are captured, and when continent events are won.

When a faction reaches 100 Empire Strength or more, a Meltdown alert fires off (provided no other events are currently active,) and the victorious faction will lock the continent.

Gaining/losing Empire Strength is as follows:

  • Maintaining a link to an enemy Warpgate is worth 50 strength, (both is 100 strength.)
  • Maintaining ownership of the center base is worth 15 strength (or 30 on Esamir).
  • Maintaining ownership of a major facility is worth 15 strength (or 20 on Esamir).
  • Each continent-event win is worth 10 strength, and is the only permanent form of Empire Strength.
  • Cutoff territories do not contribute to Empire Strength.
Prior to this change, continents were standardized at 3 continent events (like Aerial Anomalies, Maximum Pressure, Gaining Ground,) before requiring 41% territory control from a single faction in order to trigger an end-of-continent Meltdown alert. With this update, factions can force continents to turn over more quickly by completing strategic map goals, and continent event wins will progress players toward the final battle over a continent.

Koltyr

  • Koltyr has been disabled for the time being, and will be re-introduced as a standard combat zone at a later date.
Dev Note: Koltyr has been in kind of a weird spot, in addition to being plagued with technical issues. As a VR zone, it often stood as more confusing for new players than helpful as its intended testing ground. In a future update we'll be converting Koltyr to a standard combat continent that opens and closes during off-peak hours. This should help reduce the frustration of finding and sustaining combat in times of low population, and add some gameplay variety for our nocturnal players.

Infantry

T7 Mini-Chaingun (Terran Republic Heavy Weapon)

  • Minimum refire rate from 100ms to 80ms.
  • Maximum refire rate from 75ms to 71ms.
  • Ballistic Rapid Refire Toggle no longer reduces maximum refire rate (as that's now built in by default.)
  • Ballistic Rapid Refire Toggle no longer has a hidden projectile speed benefit.
Dev Note: Always treated like a support weapon, but without the traits that make it successful as one (most support weapons sacrifice damage for accuracy or splash damage,) the Mini-chaingun is hard to justify bringing onto the battlefield over other LMG options. This update offers a significant boost to its 1v1 potential, and increases its overall ferocity.

Revive Grenade (Combat Medic)

  • Reduce detonation time by 1 second to increase responsiveness.
  • The thrower no longer receives a UI notification in an attempt to revive yourself.
  • NSO Defector units are no longer revivable with Revive Grenades.
Proximity Mine(NSO Engineer/Infiltrator utility)

  • Renamed "F.U.S.E."
  • Fixed medal tracking issues.
  • Refunded skill lines associated with these mines.
  • Now works with Mine Carrier suit slot.
Tank Mine (NSO Engineer)

  • Fixed medal tracking issues.
  • Refunded skill line associated with these mines.
  • Now works with Mine Carrier suit slot.
MAX and Defector

Nanite Auto-Repair (Defensive Slot)

  • Repair from 0.5/0.75/1/1.25/1.5% health restored per second to 1/2/2.5/2.75/3% health restored per second.
Dev Note: Rarely in competition Kinetic Armor and Ordnance Armor, Nanite Auto-Repair has received a buff.

Defector (NSO Infantry Unit)

General

  • NSO Defector units are no longer revivable with Revive Grenades. (As mentioned above.)
  • We've decided to let Defectors continue to contest capture points for the time being.
  • Defectors now receive the Maximum Pressure event discount.
  • You can now hear this unit's footsteps in first person.
  • Adjusted Defector's loadout screen camera.
  • Fixed various animation-related issues.
Weapons

Grenade Printer (Primary Weapon)

  • Grenade Printer's cooldown speed increased by 20%.
  • Weapons medals are now properly tracked.
  • Mini-map firing signature from 1 to 60.
Defector Claws(Melee Weapon)

  • Now earns weapon medals.
Abilities

Time Bomb

  • Time Bomb's movement speed penalty from 25% to 10%.
Seraph Shield

  • Now has new audio.
  • Seraph Shield can now be toggled off manually.
  • Seraph Shield movement speed penalty from 50% to 40%.
  • Seraph Shield duration from 8 seconds at all ranks to 8/10/11/12 seconds at ranks 1 through 4.
Defensive Slot

Ablation Mesh

  • New Defensive Slot Certification
  • When Time Bomb or Seraph Shield are first activated, the damage mitigation received from those abilities is increased by 50% for 2 seconds.
Hypermatic Servos

  • New Defensive Slot Certification
  • Removes the movement speed penalty of Time Bomb, and reduces the movement speed penalty of Seraph Shield to 25%. In addition, you accelerate into a sprint more quickly at all times.
Javelin (NSO Ground Vehicle)

General

  • Vehicle terminal cost from 200 Nanites to 100 Nanites.
  • Javelin now uses its own experience type, instead of the Flash's to award experience.
  • Using a repair tool on the Javelin will now show particle effects in the correct location.
  • Spitfire Turrets will now fire at riders.
  • Vehicle now bounces less while moving along rough terrain, is slightly less prone to nose-up while airborne, and is all around a bit more stable.
Performance Slot

  • Speed Chassis now increases afterburner fuel recharge by 30%.
  • Combat Chassis now allows greater control of side to side movement while afterburner is engaged.
  • Agility Chassis now provides lift from the ground when the afterburner is engaged.
Dev Note: We've made some adjustments to the chassis options to more dramatically alter how each of them makes the Javelin performs.

Misc. Fixes, Changes, and Additions

  • NSO's Tankbuster Nosegun (Liberator) now correctly tracks directives.
  • NSO's Zephyr Bellygun (Liberator) now correctly tracks directives.
  • NSO's Shredder Bellygun (Liberator) now correctly tracks directives.
  • NSO's Dalton Bellygun (Liberator) now correctly tracks directives.
  • NSO's LB00 Python (Lightning Main Cannon) now correctly tracks directives.
  • NS-W Survivor weapon medals can now be earned.
  • SR-200's Tier 3 Long Rifle directive no longer requires an Auraxium Medal, instead of a Gold Medal.
  • Fixed an issue where removing camo in the UI selector would not remove it from your character in-game.
  • Locked continents should no longer show unstable icons from the map dropdown.
  • Nano-Armor Kits and Medical Applicators granted from the Third-Year Anniversary bundle now work correctly on NSO characters.
  • NS-03 Thumper and MGR-A1 Vanquisher's Disruptor Ammunition no longer saps energy from vehicles.
  • Fixed additional edge cases related to falling through the floor.
Looking Forward

Hey there. In this month's update (on top of the bug fixes and NSO tuning,) we've reintroduced and rebranded the Victory Point system as Empire Strength. Doing this now sets us up for our big update later in Q1, gets players used to taking territories for strategic value (hint hint,) and alleviates the arbitrary "3 continent events then Meltdown" alert cycle we were in before. This cycle led to continents staying open for 5 hours or more if players were unable to achieve 41% territory control after the 3 continent events were complete. We'll be having a Livestream later this month (the 31st or sooner) to reveal all the hush-hush-super-secret stuff we've been working on, and will be announcing the Livestream date once we've got the full loop feeling cohesive. It's. Going. To. Be. Awesome. We'll continue teasing out some bits and pieces as we move closer to the announcement/release, so be sure to check www.twitter.com/planetside2 every now and again.

Source: Game Update Notes


14
PC servers will be taken offline Tuesday, January 14, 2019 at 4:30am PT for an extended downtime to bring you the January update below, and to perform important database migrations and maintenance. This downtime is expected to last up to 12 hours.

Continent Rotation and Empire Strength

Territory now matters at all times, as each empire gains strength when key facilities are captured, and when continent events are won.

When a faction reaches 100 Empire Strength or more, a Meltdown alert fires off (provided no other events are currently active,) and the victorious faction will lock the continent.

Gaining/losing Empire Strength is as follows:

  • Maintaining a link to an enemy Warpgate is worth 50 strength, (both is 100 strength.)
  • Maintaining ownership of the center base is worth 15 strength (or 30 on Esamir).
  • Maintaining ownership of a major facility is worth 15 strength (or 20 on Esamir).
  • Each continent-event win is worth 10 strength, and is the only permanent form of Empire Strength.
  • Cutoff territories do not contribute to Empire Strength.
Prior to this change, continents were standardized at 3 continent events (like Aerial Anomalies, Maximum Pressure, Gaining Ground,) before requiring 41% territory control from a single faction in order to trigger an end-of-continent Meltdown alert. With this update, factions can force continents to turn over more quickly by completing strategic map goals, and continent event wins will progress players toward the final battle over a continent.

Koltyr

  • Koltyr has been disabled for the time being, and will be re-introduced as a standard combat zone at a later date.
Dev Note: Koltyr has been in kind of a weird spot, in addition to being plagued with technical issues. As a VR zone, it often stood as more confusing for new players than helpful as its intended testing ground. In a future update we'll be converting Koltyr to a standard combat continent that opens and closes during off-peak hours. This should help reduce the frustration of finding and sustaining combat in times of low population, and add some gameplay variety for our nocturnal players.

Infantry

T7 Mini-Chaingun (Terran Republic Heavy Weapon)

  • Minimum refire rate from 100ms to 80ms.
  • Maximum refire rate from 75ms to 71ms.
  • Ballistic Rapid Refire Toggle no longer reduces maximum refire rate (as that's now built in by default.)
  • Ballistic Rapid Refire Toggle no longer has a hidden projectile speed benefit.
Dev Note: Always treated like a support weapon, but without the traits that make it successful as one (most support weapons sacrifice damage for accuracy or splash damage,) the Mini-chaingun is hard to justify bringing onto the battlefield over other LMG options. This update offers a significant boost to its 1v1 potential, and increases its overall ferocity.

Revive Grenade (Combat Medic)

  • Reduce detonation time by 1 second to increase responsiveness.
  • The thrower no longer receives a UI notification in an attempt to revive yourself.
  • NSO Defector units are no longer revivable with Revive Grenades.
Proximity Mine(NSO Engineer/Infiltrator utility)

  • Renamed "F.U.S.E."
  • Fixed medal tracking issues.
  • Refunded skill lines associated with these mines.
  • Now works with Mine Carrier suit slot.
Tank Mine (NSO Engineer)

  • Fixed medal tracking issues.
  • Refunded skill line associated with these mines.
  • Now works with Mine Carrier suit slot.


MAX and Defector

Nanite Auto-Repair (Defensive Slot)

  • Repair from 0.5/0.75/1/1.25/1.5% health restored per second to 1/2/2.5/2.75/3% health restored per second.
Dev Note: Rarely in competition Kinetic Armor and Ordnance Armor, Nanite Auto-Repair has received a buff.

Defector (NSO Infantry Unit)

General

  • NSO Defector units are no longer revivable with Revive Grenades. (As mentioned above.)
  • We've decided to let Defectors continue to contest capture points for the time being.
  • Defectors now receive the Maximum Pressure event discount.
  • You can now hear this unit's footsteps in first person.
  • Adjusted Defector's loadout screen camera.
  • Fixed various animation-related issues.
Weapons

Grenade Printer (Primary Weapon)

  • Grenade Printer's cooldown speed increased by 20%.
  • Weapons medals are now properly tracked.
  • Mini-map firing signature from 1 to 60.
Defector Claws(Melee Weapon)

  • Now earns weapon medals.
Abilities

Time Bomb

  • Time Bomb's movement speed penalty from 25% to 10%.
Seraph Shield

  • Now has new audio.
  • Seraph Shield can now be toggled off manually.
  • Seraph Shield movement speed penalty from 50% to 40%.
  • Seraph Shield duration from 8 seconds at all ranks to 8/10/11/12 seconds at ranks 1 through 4.
Defensive Slot

Ablation Mesh

  • New Defensive Slot Certification
  • When Time Bomb or Seraph Shield are first activated, the damage mitigation received from those abilities is increased by 50% for 2 seconds.
Hypermatic Servos

  • New Defensive Slot Certification
  • Removes the movement speed penalty of Time Bomb, and reduces the movement speed penalty of Seraph Shield to 25%. In addition, you accelerate into a sprint more quickly at all times.


Javelin (NSO Ground Vehicle)

General

  • Vehicle terminal cost from 200 Nanites to 100 Nanites.
  • Javelin now uses its own experience type, instead of the Flash's to award experience.
  • Using a repair tool on the Javelin will now show particle effects in the correct location.
  • Spitfire Turrets will now fire at riders.
  • Vehicle now bounces less while moving along rough terrain, is slightly less prone to nose-up while airborne, and is all around a bit more stable.
Performance Slot

  • Speed Chassis now increases afterburner fuel recharge by 30%.
  • Combat Chassis now allows greater control of side to side movement while afterburner is engaged.
  • Agility Chassis now provides lift from the ground when the afterburner is engaged.
Dev Note: We've made some adjustments to the chassis options to more dramatically alter how each of them makes the Javelin performs.

Misc. Fixes, Changes, and Additions

  • NSO's Tankbuster Nosegun (Liberator) now correctly tracks directives.
  • NSO's Zephyr Bellygun (Liberator) now correctly tracks directives.
  • NSO's Shredder Bellygun (Liberator) now correctly tracks directives.
  • NSO's Dalton Bellygun (Liberator) now correctly tracks directives.
  • NSO's LB00 Python (Lightning Main Cannon) now correctly tracks directives.
  • NS-W Survivor weapon medals can now be earned.
  • SR-200's Tier 3 Long Rifle directive no longer requires an Auraxium Medal, instead of a Gold Medal.
  • Fixed an issue where removing camo in the UI selector would not remove it from your character in-game.
  • Locked continents should no longer show unstable icons from the map dropdown.
  • Nano-Armor Kits and Medical Applicators granted from the Third-Year Anniversary bundle now work correctly on NSO characters.
  • NS-03 Thumper and MGR-A1 Vanquisher's Disruptor Ammunition no longer saps energy from vehicles.
  • Fixed additional edge cases related to falling through the floor.
Looking Forward

Hey there. In this month's update (on top of the bug fixes and NSO tuning,) we've reintroduced and rebranded the Victory Point system as Empire Strength. Doing this now sets us up for our big update later in Q1, gets players used to taking territories for strategic value (hint hint,) and alleviates the arbitrary "3 continent events then Meltdown" alert cycle we were in before. This cycle led to continents staying open for 5 hours or more if players were unable to achieve 41% territory control after the 3 continent events were complete. We'll be having a Livestream later this month (the 31st or sooner) to reveal all the hush-hush-super-secret stuff we've been working on, and will be announcing the Livestream date once we've got the full loop feeling cohesive. It's. Going. To. Be. Awesome. We'll continue teasing out some bits and pieces as we move closer to the announcement/release, so be sure to check www.twitter.com/planetside2 every now and again.

Source: Game Update Notes


15
Continent Rotation and Empire Strength

Territory now matters at all times, as each empire gains strength when key facilities are captured, and when continent events are won.

When a faction reaches 100 Empire Strength or more, a Meltdown alert fires off (provided no other events are currently active,) and the victorious faction will lock the continent.

Empire Strength is earned as follows.

  • Maintaining a link to an enemy Warpgate is worth 50 strength, and linking to both is an immediate 100.
  • Owning the center base is worth 15 strength (or 30 on Esamir).
  • Owning a major facility is worth 15 strength (or 20 on Esamir).
  • Each continent-event win is worth 10 strength. Event wins will stack toward your total strength score.
Prior to this change, continents were standardized at 3 continent events (like Aerial Anomalies, Maximum Pressure, Gaining Ground,) before requiring 41% territory control from a single faction in order to trigger an end-of-continent Meltdown alert. With this update, factions can force continents to turn over more quickly by completing strategic map goals, and continent event wins will progress players toward the final battle over a continent.

Koltyr

  • Koltyr has been disabled for the time being, and will be re-introduced as a standard combat zone at a later date.
Dev Note: Koltyr has been in kind of a weird spot, in addition to being plagued with technical issues. As a VR zone, it often stood as more confusing for new players than helpful as its intended testing ground. In a future update we'll be converting Koltyr to a standard combat continent that opens and closes during off-peak hours. This should help reduce the frustration of finding and sustaining combat in times of low population, and add some gameplay variety for our nocturnal players.

Infantry

T7 Mini-Chaingun (Terran Republic Heavy Weapon)

  • Minimum refire rate from 100ms to 80ms.
  • Maximum refire rate from 75ms to 71ms.
  • Ballistic Rapid Refire Toggle no longer reduces maximum refire rate (as that's now built in by default.)
  • Ballistic Rapid Refire Toggle no longer has a hidden projectile speed benefit.
Revive Grenade(Combat Medic)

  • Reduced detonation time by 1 second to increase responsiveness.
  • The thrower no longer receives a UI notification in an attempt to revive yourself.
  • NSO Defector units are no longer revivable with Revive Grenades.
Proximity Mine(NSO Engineer/Infiltrator utility)

  • Renamed "F.U.S.E."
  • Fixed medal tracking issues.
  • Refunded skill lines associated with these mines.
  • Now works with Mine Carrier suit slot.
Tank Mine (NSO Engineer)

  • Fixed medal tracking issues.
  • Refunded skill line associated with these mines.
  • Now works with Mine Carrier suit slot.
MAX and Defector

Nanite Auto-Repair (Defensive Slot)

  • Repair from 0.5/0.75/1/1.25/1.5% health restored per second to 1/2/2.5/2.75/3% health restored per second.
Dev Note: Rarely in competition Kinetic Armor and Ordnance Armor, Nanite Auto-Repair has received a buff.

Defector (NSO Infantry Unit)

General

  • NSO Defector units are no longer revivable with Revive Grenades. (As mentioned above.)
  • We've decided to let Defectors continue to contest capture points for the time being.
  • Defectors now receive the Maximum Pressure event discount.
  • You can now hear this unit's footsteps in first person.
  • Adjusted Defector's loadout screen camera.
  • Fixed various animation-related issues.
Weapons

Grenade Printer (Primary Weapon)

  • Grenade Printer's cooldown speed increased by 20%.
  • Weapons medals are now properly tracked.
  • Mini-map firing signature from 1 to 60.
Defector Claws(Melee Weapon)

  • Now earns weapon medals.
Abilities

Time Bomb

  • Time Bomb's movement speed penalty from 25% to 10%.
Seraph Shield

  • Now has new audio.
  • Seraph Shield can now be toggled off.
  • Seraph Shield movement speed penalty from 50% to 40%.
  • Seraph Shield duration from 8 seconds at all ranks to 8/10/11/12 seconds at ranks 1 through 4.
Defensive Slot

Ablation Mesh

  • New Defensive Slot Certification
  • When Time Bomb or Seraph Shield are first activated, the damage mitigation received from those abilities is increased by 50% for 2 seconds.
Hypermatic Servos

  • New Defensive Slot Certification
  • Removes the movement speed penalty of Time Bomb, and reduces the movement speed penalty of Seraph Shield to 25%. In addition, you accelerate into a sprint more quickly at all times.
Javelin (NSO Ground Vehicle)

General

  • Vehicle terminal cost from 200 Nanites to 100 Nanites.
  • Javelin now uses its own experience type, instead of the Flash's to award experience.
  • Using a repair tool on the Javelin will now show particle effects in the correct location.
  • Spitfire Turrets will now fire at riders.
  • Vehicle now bounces less while moving along rough terrain, is slightly less prone to nose-up while airborne, and is all around a bit more stable.
Performance Slot

  • Speed Chassis now increases afterburner fuel recharge by 30%.
  • Combat Chassis now allows greater control of side to side movement while afterburner is engaged.
  • Agility Chassis now provides lift from the ground when the afterburner is engaged.
Dev Note: We've made some adjustments to the chassis options to more dramatically alter how each of them makes the Javelin performs.

Misc. Fixes, Changes, and Additions

  • NSO's Tankbuster Nosegun (Liberator) now correctly tracks directives.
  • NSO's Zephyr Bellygun (Liberator) now correctly tracks directives.
  • NSO's Shredder Bellygun (Liberator) now correctly tracks directives.
  • NSO's Dalton Bellygun (Liberator) now correctly tracks directives.
  • NSO's LB00 Python (Lightning Main Cannon) now correctly tracks directives.
  • NS-W Survivor weapon medals can now be earned.
  • SR-200's Tier 3 Long Rifle directive no longer requires an Auraxium Medal, instead of a Gold Medal.
  • Fixed an issue where removing camo in the UI selector would not remove it from your character in-game.
  • Locked continents should no longer show unstable icons from the map dropdown.
  • Nano-Armor Kits and Medical Applicators granted from the Third-Year Anniversary bundle now work correctly on NSO characters.
  • NS-03 Thumper and MGR-A1 Vanquisher's Disruptor Ammunition no longer saps energy from vehicles.
  • Fixed additional edge cases related to falling through the floor.

Source: Test Server: Announcements


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