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Messages - PSNews

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1
We’ve published a client-only hotfix (no server downtime) that addresses several stability, performance and anti-cheat improvements. The team is continuing to prioritize addressing these types of issues on a more frequent cadence as we're also working on new features and content. Below is the list of changes that were published to Live about 30 mins ago.

·         Optimizations for visual effects which should reduce framerate hitching when effects are played for the first time. This was seen when firing the Thumper with Incendiary Ammo and should be improved significantly

·         Stability improvements including fixes for several of the most common client crashes

·         Implemented several fixes for waypoint on-screen hud positioning. This should address the indicator moving incorrectly when waypoints are at extreme distances, and improve screen-edge positioning for indicators that are behind players

·         Anti-cheat improvements including the latest BattlEye updates with includes new security advances and compatibility fixes for Windows 10

Source: Game Update Notes


2
All PC servers will be taken offline on Tuesday, October 22, 2019 at approximately 6AM PDT (3PM CEST) for maintenance. Downtime is expected to last up to 3 hours.

Patch notes can be found here.

Source: Official News and Announcements


3
Planetside 2 - Update Notes / Oct. 22, 2019 - PC Hotfix
« on: 22/10/2019, 02:47 »
PC servers will be taken offline on Tuesday, October 22, 2019 at 6:00am PT for maintenance. Downtime is expected to last up to 3 hours.

MG-A1 Arbalest

  • Refire between bursts from 250ms to 200ms
  • Refire between each shot in a burst from 70ms to 65ms
  • Vertical recoil from 0.25 - 0.275 to 0.16 to 0.20
  • Magazine size from 36 to 42
Dev Note: The changes here increase the Arbalest's damage potential, controllability, and add more flexibility through the higher magazine size. This weapon was probably the least effective of the three Assault Rifles released in the last update, and we're looking to ensure it has a competitive place among the rest of the TR's arsenal.

Misc. Fixes, Changes, and Additions

  • UI elements no longer flicker when holding a Construction item.
  • Digital Snowflake Hood Ornament no longer breaks the vehicle it's equipped on.
  • Alt-Tabbing no longer forces the client into Windowed mode.
  • Fixed numerous fullscreen issues, please send reports for any remaining issues.
  • Drop Pods now properly look like enormous pumpkins.
  • You will no longer receive multiple facepaints from the Halloween Goodie Bag.
  • Updated the "Play" button on the character select screen.
  • An Error String will no longer appear when transferring zones.


Known Issues

  • Pumpkin Grenades are currently purchasable, but unable to be equipped. These will be properly disabled in an incoming client-only update.
  • NS-61 Emissary aim down sights is still broken.
  • MAX unit leg animations are broken upon revive. Consider it a feature befitting the spooky season.
  • Revenant implant is broken.

Source: Game Update Notes


4
Executive Producer Andy Sites reviews the first month of Early Access and discusses the future for PlanetSide 2 and PlanetSide Arena.

Hello everyone,

Since we launched Planetside Arena into Early Access a month ago, I feel it’s important now more than ever to provide some insight into our development plans for both PlanetSide 2 and PlanetSide Arena, as well as give some perspective on what lies ahead for the franchise.

Planetside 2 and Its Legacy

First and foremost, it’s not lost on us that Planetside 2 is what made all of this possible. Period.

Now that we’ve transitioned Planetside Arena into Early Access for community feedback and iteration, we’re providing Planetside 2 with some key reinforcements, in the form of several additional programmers, designers and artists. Many of the devs joining the team are familiar faces that have worked on PS2 over the years. But regardless of the time spent on the project, the common theme we all share is our passion for Planetside overall – past, present, and future.

Planetside Arena and Early Access Goals

I want to thank everyone who has not only taken the time to play PSA, but also provide a lot of solid feedback and suggestions to help further improve the game. After months of internal playtesting, it’s been a lot of fun to finally experience it with the community; even if it means that we occasionally typically get wrecked by many of you!

We’re pushing forward with the intention to treat Early Access as it should be: a limited phase where we gather feedback and suggestions to help refine the foundational game systems, features, content and overall stability - as quickly as possible. Our goal is to finish implementing the features and content for what we believe are critical, then **** of Early Access as quickly as possible and start promoting the game. This might be contrary to other Early Access games right now, but we want to get back to the original intent of why "Early Access" started in the first place.

And speaking of new features, we’re actively working on a new (non-BR) mode that incorporates many of the gameplay elements that make Planetside such an amazing experience, but in the form of shorter, session-based matches. It will include a new mode-specific map, capture points, ability to drop-in/out throughout the match, a broader range of vehicle types, etc. Many of the mechanics developed for this mode will be used in future modes like Massive Clash, so our focus is function over form, allowing quick iteration with your help.

The most valuable contribution I can ask for is your continued participation in Early Access. More importantly, your continued feedback on the improvements we’ve made thus far, as well as the numerous improvements we plan to incorporate in the coming weeks and months as we work toward exiting Early Access and our full launch next year.

The Greater PlanetSide Universe

The final area I’d like to address is where we're going from here and what's on the horizon for the PlanetSide franchise overall...

We're coming up on the 7th anniversary for PlanetSide 2. In early 2020, the PlanetSide franchise will celebrate its 17th since the original release back in 2003. Over those 16+ years, we have amassed millions of passionate fans. So when we think about what the PlanetSide 3 experience needs to be, we know that there are incredibly high expectations from all of you. PlanetSide Arena is intended to be the stepping stone to PlanetSide 3, which we envision expanding from the current battlefields of Auraxis, to full-fledged galactic war with empires exploring, colonizing and conquering one another within an expansive galaxy. We envision PlanetSide Arena as a way to allow us to link present day PlanetSide 2 and PlanetSide 3 story lines, as well as providing an opportunity to try out new features, styles of play, etc.

Why wouldn't we just do this in PlanetSide 2? Quite simply, because PS2 offers a very unique experience that the current, active community enjoys. Trying to incorporate different game systems or styles of play or even trying out new modes would be disruptive - potentially catastrophically. We don’t want to upset that balance, as it would be unfair to our current PS2 community.

So as we take our next steps on this journey, I can tell you that the team and I are 100% committed for the long haul as we continue to expand Planetside 2, refine PlanetSide Arena, and prepare for the future of the overall PlanetSide franchise.

On behalf of the entire PlanetSide team, thank you for your passion and dedication. We look forward to seeing all of you back out on the battlefield.

Andy Sites

Executive Producer – Planetside 2 & Planetside Arena

Source: Official News and Announcements


5
All PC servers will be taken offline on Wednesday, October 16, 2019 at approximately 12PM PDT (9PM CEST) for the Halloween game update. Downtime is expected to last up to 3 hours.

Patch notes can be found here.

Source: Official News and Announcements


6
PC servers will be taken offline on Wednesday, October 16, 2019 at 12:00pm PT for maintenance. Downtime is expected to last up to 3 hours.

[img alt=[IMG]]https://i.imgur.com/o6T8UDu.jpg

Halloween Event - Oct. 16 through Nov. 8

A cool night sky falls upon Auraxis, dark and heavy. The ground beneath you begins to till and toil, as if shivering with anticipation. Is it a sign? Has the ancient Vanu technology beneath the planet sprung to life once again? Or is it something more sinister...

This year's Halloween event will start Oct. 16 (when servers come back online), and end Nov. 8 (11:59pm PT).

New Seasonal Directive

We've got a new Directive lineup with new rewards, and revision to pumpkin hunting, and new seasonal items.

[img alt=[IMG]]https://i.imgur.com/OoCb9xk.png

Pumpkins Everywhere!

  • During this event, SpacePumpkins (and the larger, more elusive Galact-O-Lantern) will appear on all continents.
  • These pumpkins will reward players experience, items, and in some cases, event Directive progress.
  • In addition, Drop Pods have all been converted to unreasonably large and spacious pumpkins for you to hot drop onto Auraxis with.
[img alt=[IMG]]https://i.imgur.com/TCxDiPs.jpg

Space Pumpkin Seeds

  • Seeds as a currency have been removed, and pumpkins will now give players rewards directly when they're destroyed.
  • Players will always receive a reward from a pumpkin kill, either in the form of a Halloween themed cosmetic, or a bundle of certification points, and you will never receive the same cosmetic more than once.
  • New characters no longer have the Ichabod Crown unlocked by default, and will instead find it the first time they kill a pumpkin.


Seasonal Items

In addition to pumpkins yielding rewards, we've also opened up many of the old Halloween cosmetics to be purchased via Daybreak Cash in the Depot.

Players will find the following items available there.

  • NS Candy Cannon sidearm
  • The Slasher melee weapon
  • Flaming Skull Helmets
  • Facemasks
  • Facepaints
  • Tire Trails


New Weapons

We've released new assault rifles for VS/NC/TR! Each of these weapons will be available in the Depot with accompanying Fully Loaded bundles.

VE-A1 Lacerta (Vanu Sovereignty - Assault Rifle)

The Lacerta assault rifle syncs an accurate, three round burst to a moderate refire rate, and creates a melodic barrage of plasma, perfect for mid-range engagements.

[img alt=[IMG]]https://i.imgur.com/899Jy2j.png

MG-A1 Arbalest (Terran Republic - Assault Rifle)

Designed as an alternative to the popular SABR-13 assault rifle, the Arbalest fires concentrated, 6-round bursts with low recoil and high takedown potential at mid-range.

[img alt=[IMG]]https://i.imgur.com/4mKOruZ.png

MGR-A1 Vanquisher (New Conglomerate - Assault Rifle)

The Vanquisher's performance is defined by its excellent stopping power over distance, delivered through a low recoil, three-round burst.

[img alt=[IMG]]https://i.imgur.com/rD8KbE0.png

UI Changes and Fixes

  • Character select screen no longer shows squished character models. (Previous attempts to fix this had failed.)
  • Squads now have an option to prevent players from being auto-filled into their squad on login. This allows players oriented toward a specific style of play to keep squads open with less frustration.
  • Voice volume settings no longer continually reset themselves.
  • Voice sliders now slide up to 100%, instead of past it.
  • The right column of the infantry loadout screen will now overlay the character, instead of the other way around. This was causing character models to sometimes block the view of a player's loadout, especially in the case of weapons with longer barrels.
  • The "Owned" checkbox in the Implant window now properly filters Exceptional implants.
  • The "More Info" tab in the Implant window no longer shows stretched text and icons.
  • The Directive icon in the My Character screen now has a hover-over tooltip.


Bounties

  • Fixed an issue where your true killstreak wasn't taken into account, causing bounties to trigger seemingly randomly.
  • Redeploys and deaths will end a killstreak.
  • Killstreak requirement reduced from 10 kills to 7 kills.
  • Bounty duration reduced from 5 lives to 3 lives.


Infantry

Frag Grenade (All factions)

  • VS/NC/TR grenades now have unique explosion effects.
  • VS Frag Grenade renamed "Plasma Grenade"
  • Minimum blast damage from 10 to 50
Dev Note: Frag Grenades often sting, but rarely kill. These damage changes increase the consistency of the explosive a bit more. The new explosion visuals are intended to add a bit more faction identity to each grenade.

Sticky Grenade (All factions)

  • VS/NC/TR grenades now have unique explosion effects.
  • Minimum blast damage from 10 to 50
  • Blast outer area from 6.5m to 5m
Dev Note: Sticky Grenades already do 800 damage to stuck targets, in addition to the normal 1275 blast damage. We want to create more of a tradeoff with the standard Frag, and reducing the outer explosion area will require players to be a bit more accurate.

NS-03 Thumper (Common Pool Heavy Weapon)

  • Reload time from 4.25 sec. to 3.5 sec.
  • Baseline refire rate from 700ms to 600ms.
  • Incendiary ammunition now ticks for 25 damage every half second, instead of 50 damage every second.
  • Incendiary stacking issue is still not fully resolved.
Dev Note: We've pulled back some of the downsides of the weapon to make it more worthy of use in more situations.

VE-S Canis (VS SMG)

  • Hipfire maximum cone of fire from 7 to 2 in most movement states.
  • ADS maximum cone of fire from 3 to 1.5 in most movement states.
  • Changed the model visuals on the VE-S Canis Emission Condenser Attachment.
Dev Note: Holding down the trigger will cap out the cone of fire bloom at around half way through the magazine when used with an advanced laser sight, and earlier without, leaning a bit harder into the weapon's spinup characteristics.

NS-61 Emissary (Common Pool Sidearm)

  • Headshot damage multiplier from 1.8x to 2x
Dev Note: Small increase in damage here for skillful shots to give it more desirability among alternatives.

Vehicles

Reload Certifications

We're doing a wide sweep on reload speed certifications, and are converting them to percentage-based buffs. The weapons listed below will be capped at 10% reload speed at max rank, which for some weapons is a power reduction.

The scaling for these cert lines is now heavily weighted toward the first levels so that new players have less required investment to compete with other maxed out vehicles.

We will continue rolling out percentage-based refactors to all weapons as we iterate through them, but for the time being, the weapons impacted are listed below.

  • Bulldog (Harasser/ANT/Sunderer/Liberator/Galaxy)
  • Dalton (Liberator Bellygun)
  • Zephyr (Liberator Bellygun)
  • Duster (Liberator Bellygun)
  • Shredder (Liberator Bellygun)
  • VLG (Valkyrie)


MBT, Lightning, Sunderer, ANT (All factions)

  • Light Anti-Vehicle resist (type 5) from 0 to -20
Dev Note: This shifts up all of the light anti-armor based weaponry's power level against heavily armored vehicles a bit, which currently tend to be some of the less popular weapons in the game. This change also gives Harassers more of an edge against the targets listed.

ESF

  • Armor Piercing Chaingun resistance (type 28) from 65 to 50
  • A2G Warhead resistance from -125 to -100
Dev Note: With the introduction of the Wyrm, and the efficacy of A2A missile setups, ESF now have more powerful counters to solo Liberators, and have re-enabled one-shot kills with the Dalton against non-composite ESF, and made the vehicles slightly more vulnerable to gatling gun style weaponry. The increase in A2G warhead resistance gives ESF doesn't impact most A2G warhead weapons in a meaningful way, but sets Dalton up for changes we're making further down.

Liberator

  • A2G resistance (type 23) from 25 to 0
  • The Liberator's 20% Bottom Armor has been removed.
Dev Note: With the Liberator's integrated afterburner, added bottom armor, and now "free" fire suppression, players felt the Liberator was too tanky, and became less interesting to fight both with ESF and other Liberators. So for the time being, we've reverted the bottom armor change, and can consider bringing it back as a Defensive slot option if the demand is high enough. The air to ground resistance reduction will help, alongside changes below, with Liberator versus Liberator fights, and add a bit more power to Hornet Missiles, for ESF who want to risk getting closer to the vehicle.

Dalton (Liberator Bellygun)

  • Direct damage from 1200 to 1500
  • Reload from 2.5sec. to 3.25sec.
  • Changed the first person trail particle effects to better represent projectile distance from the player.
  • Changed the explosion particle effect to better reflect the blast radius of the weapon.
Dev Note: Due to extensive community feedback regarding this weapon, we've made some significant changes to the Dalton. In 1v1 Liberator versus Liberator confrontations, shots to kill will be brought from a 5/6 shot burning/kill (or 6/7 shot burning/kill with all bottom armor shots) to a 3/4 shot burning/kill from all angles. Non-composite armor ESF will once again be one-shotted when struck. We've also lengthened the reload time of this weapon and increased the damage to emphasize its power, and reward skillful aim over spam.

Dual-75 Duster (Liberator Bellygun)

  • Direct damage resist type from light anti-armor (type 5) to A2G warhead (type 23).
  • Direct damage from 175 to 225.
  • Changed first and third person particle effects so that they're more visible.
  • Changed projectile arc style to be more influenced by "true" gravity direction.
Dev Note: This change buffs the direct-hit damage on the Duster against armored ground targets, increasing the versatility of the weapon.

VLG (Valkyrie Nosegun)

  • Reload speed from 2sec. to 2.2sec.
  • Reload speed certification line from 0.75sec. reduction at max rank to a 10% reduction at max rank.
Dev Note: The reload speed certification was overlooked when the VLG was buffed some updates ago, we're reeling that in to be in line with other weapons, and slightly reducing the base reload speed of the weapon.

Bulldog and Fury (Sunderer/ANT)

  • Made camera changes to let these weapons aim down further.


M60-A Bulldog (Galaxy)

  • Direct damage from 250 to 400
  • Blast max damage from 400 to 500
  • Magazine size from 6 to 4


M60-G Bulldog (Harasser)

  • Direct damage from 300 to 400
  • Magazine size from 6 to 5

M60-G Bulldog (ANT)

  • Direct damage from 250 to 400
  • Magazine size from 6 to 5

M60-G Bulldog (Sunderer)

  • Direct damage from 250 to 400
  • Magazine size from 6 to 4
Dev Note: The Bulldog changes listed above are meant to provide some more stopping power on direct hits, especially more against lightly armored vehicles. Magazine sizes have been decreased to counterbalance the overall damage output.

M4-F Pillager (TR Flash Weapon)

  • No longer deals damage over time to non-infantry, but will still deal direct damage to vehicles.
  • Burn over time effect now deals 50 damage every 0.5 seconds, instead of 100 damage every 1 second.
  • Changed visuals for burning players.
  • Ammunition capacity from 180 to 300.
Dev Note: This weapon gets a bit stronger with the Light Anti-Armor resistance changes to heavily armored vehicles, but the main issue we're addressing for the time being is the limited ammunition capacity. We've noted the performance hit caused by firing the weapon, and are looking to address that as soon as we can.

Misc. Changes, Fixes, Additions

  • Fixed trim on Arena Mercenary Helmet and Armors.
  • Optics missing from the 4th Anniversary weapons have been added.
  • Rocklet Rifle's Typhoon Ammunition no longer lowers your maximum ammunition pool.
  • Reduced MG-AR1 Kindred's first person audio.
  • Minor Cloak implant no longer cloaks corpses, and dying resets your cloak charge.
  • Nightmare implant now decloaks the player immediately upon firing their weapon.
  • Speculative fix for Gunslinger lasting indefinitely.
  • Raijin throwing stars can now earn weapon medals.
  • Players are no longer spammed with horn item unlocks upon creating a new character. Honk honk.
  • Fixed inoperable faction-specific jump pads.
  • Slight update to the visuals on the Ichabod helmet, and fixed an issue where the mouth and eyesockets could receive camouflage.


Player Studio

  • Fuzzbuket's Security Force armor set for Nanite Systems Operatives infantry classes is now available as a bundle in the Depot.
  • Fuzzbuket's Traveler helmet for Nanite Systems Operatives infantry classes is now available in the Depot.
  • Binarycoder's Sentinel helmet for Nanite Systems Operatives infantry classes is now available in the Depot.
  • Binarycoder's E.P. helmet for Nanite Systems Operatives infantry classes is now available in the Depot.
  • Binarycoder's B.O.B. helmet for Nanite Systems Operatives infantry classes is now available in the Depot.
  • NS6's Afterfire helmet set for Terran Republic infantry classes is now available as a bundle in the Depot.


Known Issues

  • Generators at Tech Plants no longer bring down the vehicle gates, so get your GSD Sunderers ready.
  • Decals stopped working on some vehicles and infantry equipment.
  • Known crash when logging out of the client.


Looking forward

Hey there, folks.

The Halloween directive got off to a false start earlier this week, and that's due to some old data not being purged back when we started work on the new directive line in September. If you've unlocked any rewards from that fake directive line (using rewards from last year,) those items stay on your account, but the progress will not carry over toward the new directive that starts this Friday. Blank slate and new rewards for everyone.

We've done a fairly sizable pass on vehicle weapons based on community feedback. Some of that will still need adjustment in later updates (Bulldog's magazine cert line probably shouldn't double the magazine size,) and we'll continue to look at future feedback for tuning.

Sanctuary is still on the way, and may be able to make it in for the Anniversary, but a lot of that will be contingent on getting the Mandate system finished and implemented as well. Mandates can definitely go Live without Sanctuary, but not the other way around, as a lot of what Sanctuary is is a hub for players to come back to, and Mandates facilitate a lot of that cycle.

Kind of light on commentary this update, but we'll more than make up for it in November.

-Wrel, Lead Designer, PlanetSide 2

Source: Game Update Notes


7
Empire Assault Rifles

The new assault rifles have gotten a pretty warm reception so far on the public test server, and we're going to do some accuracy adjustments on all of them. The VS and NC weaponry were too accurate for the damage output, and the TR weapon felt lacking at distances we'd want it to perform well at. The changes below have been made with that in mind.

VE-A Lacerta (VS Assault Rifle)

  • ADS cone of fire bloom from 0.05 to 0.06
  • Hipfire cone of fire bloom from 0.10 to 0.12
  • ADS standing cone of fire from 0.00 to 0.03
  • ADS crouch-walking cone of fire from 0.15 to 0.06
  • ADS walking cone of fire from 0.06 to 0.15
  • ADS crouching cone of fire from 0.1 to 0.00


MGR-A1 Vanquisher (NC Assault Rifle)

  • ADS standing cone of fire from 0.00 to 0.03
  • ADS crouch-walking cone of fire from 0.03 to 0.06
  • ADS walking cone of fire from 0.06 to 0.15


MG-A1 Arbalest (TR Assault Rifle)

  • Recoil recovery delay from 75ms to 0ms
  • Horizontal maximum recoil from 0.225 to 0.2
  • Horizontal recoil tolerance from 0.33 to 0.2
  • ADS cone of fire bloom from 0.05 to 0.04
  • Hipfire cone of fire bloom from 0.10 to 0.08


Vehicles

Bulldog and Fury (Sunderer/ANT)

Made camera changes to let these weapons aim down further.

Bulldog (Sunderer)

  • Magazine size from 3 to 4
Dev Note: We're restoring one more round to the magazine for this weapon, as it was the only weapon prior to the changes in the last PTS update that received a reduction in damage per magazine.

Duster (Liberator Bellygun)

  • Damage from 175 to 225
Dev Note: This adjust fixes an oversight from the last update. The Duster is, indeed, getting more damage output.

Bounties

  • Fixed an issue where your true killstreak wasn't taken into account, causing bounties to trigger seemingly randomly.
  • Redeploys and deaths will end a killstreak.
  • Killstreak requirement reduced from 10 kills to 7 kills.
  • Bounty duration reduced from 5 lives to 3 lives.


Misc. Changes, Fixes, and Additions

  • Fixed inoperable faction-specific jump pads.
  • Fixed the Pillager's damage over time effect, was broken as of last PTS update.
  • Updated the fix for the decal trim on helmets and armor mentioned in the prior PTS update.
  • Slight update to the visuals on the Ichabod helmet, and fixed an issue where the mouth and eyesockets could receive camouflage.
  • Added Fully Loaded bundle icons for new Assault Rifles.
  • Changed the icon on the Afterfire helmet bundle.

Source: Planetside 2 Test Server: Announcements


8
The PTS server will be coming down this evening for an update.

New Weapons

VE-A1 Lacerta (Vanu Sovereignty - Assault Rifle)

The Lacerta assault rifle syncs an accurate, three round burst to a moderate refire rate, and creates a melodic barrage of plasma, perfect for mid-range engagements.

MG-A1 Arbalest (Terran Republic - Assault Rifle)

Designed as an alternative to the popular SABR-13 assault rifle, the Arbalest fires concentrated, 6-round bursts with low recoil and high takedown potential at mid-range.

MGR-A1 Vanquisher (New Conglomerate - Assault Rifle)

The Vanquisher's performance is defined by its excellent stopping power over distance, delivered through a low recoil, three-round burst.

UI Changes and Fixes

  • Character select screen no longer shows squished character models. (Previous attempts to fix this had failed.)
  • Squads now have an option to prevent players from being auto-filled into their squad on login. This allows players oriented toward a specific style of play to keep squads open with less frustration.
  • Voice volume settings no longer continually reset themselves.
  • Voice sliders now slide up to 100%, instead of past it.
  • The right column of the infantry loadout screen will now overlay the character, instead of the other way around. This was causing character models to sometimes block the view of a player's loadout, especially in the case of weapons with longer barrels.
  • The "Owned" checkbox in the Implant window now properly filters Exceptional implants.
  • The "More Info" tab in the Implant window no longer shows stretched text and icons.
  • The Directive icon in the My Character screen now has a hover-over tooltip.


Infantry

Frag Grenade (All factions)

  • VS/NC/TR grenades now have unique explosion effects.
  • VS Frag Grenade renamed "Plasma Grenade"
  • Minimum blast damage from 10 to 50
Dev Note: Frag Grenades often sting, but rarely kill. These damage changes increase the consistency of the explosive a bit more. The new explosion visuals are intended to add a bit more faction identity to each grenade.

Sticky Grenade (All factions)

  • VS/NC/TR grenades now have unique explosion effects.
  • Minimum blast damage from 10 to 50
  • Blast outer area from 6.5m to 5m
Dev Note: Sticky Grenades already do 800 damage to stuck targets, in addition to the normal 1275 blast damage. We want to create more of a tradeoff with the standard Frag, and reducing the outer explosion area will require players to be a bit more accurate.

NS-03 Thumper (Common Pool Heavy Weapon)

  • Reload time from 4.25 sec. to 3.5 sec.
  • Baseline refire rate from 700ms to 600ms.
  • Incendiary ammunition now ticks for 25 damage every half second, instead of 50 damage every second.
  • Incendiary stacking issue is still not fully resolved.
Dev Note: We've pulled back some of the downsides of the weapon to make it more worthy of use in more situations.

VE-S Canis (VS SMG)

  • Hipfire maximum cone of fire from 7 to 2 in most movement states.
  • ADS maximum cone of fire from 3 to 1.5 in most movement states.
  • Changed the model visuals on the VE-S Canis Emission Condenser Attachment.
Dev Note: Holding down the trigger will cap out the cone of fire bloom at around half way through the magazine when used with an advanced laser sight, and earlier without, leaning a bit harder into the weapon's spinup characteristics.

NS-61 Emissary (Common Pool Sidearm)

  • Headshot damage multiplier from 1.8x to 2x
Dev Note: Small increase in damage here for skillful shots to give it more desirability among alternatives. And yes, we know about the animation issue where the gun isn't centered correctly on the screen even during ADS.

Vehicles

Reload Certifications

We're doing a wide sweep on reload speed certifications, and are converting them to percentage-based buffs. The weapons listed below will be capped at 10% reload speed at max rank, which for some weapons is a power reduction.

The scaling for these cert lines is now heavily weighted toward the first levels so that new players have less required investment to compete with other maxed out vehicles.

We will continue rolling out percentage-based refactors to all weapons as we iterate through them, but for the time being, the weapons impacted are listed below.

  • Bulldog (Harasser/ANT/Sunderer/Liberator/Galaxy)
  • Dalton (Liberator Bellygun)
  • Zephyr (Liberator Bellygun)
  • Duster (Liberator Bellygun)
  • Shredder (Liberator Bellygun)
  • VLG (Valkyrie)


MBT, Lightning, Sunderer, ANT (All factions)

  • Light Anti-Vehicle resist (type 5) from 0 to -20
Dev Note: This shifts up all of the light anti-armor based weaponry's power level against heavily armored vehicles a bit, which currently tend to be some of the less popular weapons in the game. This change also gives Harassers more of an edge against the targets listed.

ESF

  • Armor Piercing Chaingun resistance (type 28) from 65 to 50
  • A2G Warhead resistance from -125 to -100
Dev Note: With the introduction of the Wyrm, and the efficacy of A2A missile setups, ESF now have more powerful counters to solo Liberators, and have re-enabled one-shot kills with the Dalton against non-composite ESF, and made the vehicles slightly more vulnerable to gatling gun style weaponry. The increase in A2G warhead resistance gives ESF doesn't impact most A2G warhead weapons in a meaningful way, but sets Dalton up for changes we're making further down.

Liberator

  • A2G resistance (type 23) from 25 to 0
  • The Liberator's 20% Bottom Armor has been removed.
Dev Note: With the Liberator's integrated afterburner, added bottom armor, and now "free" fire suppression, players felt the Liberator was too tanky, and became less interesting to fight both with ESF and other Liberators. So for the time being, we've reverted the bottom armor change, and can consider bringing it back as a Defensive slot option if the demand is high enough. The air to ground resistance reduction will help, alongside changes below, with Liberator versus Liberator fights, and add a bit more power to Hornet Missiles, for ESF who want to risk getting closer to the vehicle.

Dalton (Liberator Bellygun)

  • Direct damage from 1200 to 1500
  • Reload from 2.5sec. to 3.25sec.
  • Changed the first person trail particle effects to better represent projectile distance from the player.
  • Changed the explosion particle effect to better reflect the blast radius of the weapon.
Dev Note: Due to extensive community feedback regarding this weapon, we've made some significant changes to the Dalton. In 1v1 Liberator versus Liberator confrontations, shots to kill will be brought from a 5/6 shot burning/kill (or 6/7 shot burning/kill with all bottom armor shots) to a 3/4 shot burning/kill from all angles. Non-composite armor ESF will once again be one-shotted when struck. We've also lengthened the reload time of this weapon and increased the damage to emphasize its power, and reward skillful aim over spam.

Dual-75 Duster (Liberator Bellygun)

  • Direct damage resist type from light anti-armor (type 5) to A2G warhead (type 23).
  • Changed first and third person particle effects so that they're more visible.
  • Changed projectile arc style to be more influenced by "true" gravity direction.
Dev Note: This change buffs the direct-hit damage on the Duster against armored ground targets, increasing the versatility of the weapon.

VLG (Valkyrie Nosegun)

  • Reload speed from 2sec. to 2.2sec.
  • Reload speed certification line from 0.75sec. reduction at max rank to a 10% reduction at max rank.
Dev Note: The reload speed certification was overlooked when the VLG was buffed some updates ago, we're reeling that in to be in line with other weapons, and slightly reducing the base reload speed of the weapon.

M60-A Bulldog (Galaxy)

  • Direct damage from 250 to 400
  • Blast max damage from 400 to 500
  • Magazine size from 6 to 4


M60-G Bulldog (Harasser)

  • Direct damage from 300 to 400
  • Magazine size from 6 to 5

M60-G Bulldog (ANT)

  • Direct damage from 250 to 400
  • Magazine size from 6 to 5

M60-G Bulldog (Sunderer)

  • Direct damage from 250 to 400
  • Magazine size from 6 to 3
Dev Note: The Bulldog changes listed above are meant to provide some more stopping power on direct hits, especially more against lightly armored vehicles. Magazine sizes have been decreased to counterbalance the overall damage output. This does result in a less spammable weapon, and as its original goal was to disperse infantry, we'll keep an eye on it and make adjustments if the weapon feels like its fallen too far in that respect.

M4-F Pillager (TR Flash Weapon)

  • No longer deals damage over time to non-infantry, but will still deal direct damage to vehicles.
  • Burn over time effect now deals 50 damage every 0.5 seconds, instead of 100 damage every 1 second.
  • Changed visuals for burning players.
  • Ammunition capacity from 180 to 300.
Dev Note: This weapon gets a bit stronger with the Light Anti-Armor resistance changes to heavily armored vehicles, but the main issue we're addressing for the time being is the limited ammunition capacity. We've noted the performance hit caused by firing the weapon, and are looking to address that as soon as we can.

Misc. Changes, Fixes, Additions

  • Fixed trim on Arena Mercenary Helmet and Armors.
  • Optics missing from the 4th Anniversary weapons have been added.
  • Rocklet Rifle's Typhoon Ammunition no longer lowers your maximum ammunition pool.
  • Reduced MG-AR1 Kindred's first person audio.
  • Minor Cloak implant no longer cloaks corpses, and dying resets your cloak charge.
  • Nightmare implant now decloaks the player immediately upon firing their weapon.
  • Speculative fix for Gunslinger lasting indefinitely.
  • Raijin throwing stars can now earn weapon medals.
  • Players are no longer spammed with horn item unlocks upon creating a new character. Honk honk.
Player Studio

  • Fuzzbuket's Security Force armor set for Nanite Systems Operatives infantry classes is now available as a bundle in the Depot.
  • Fuzzbuket's Traveler helmet for Nanite Systems Operatives infantry classes is now available in the Depot.
  • Binarycoder's Sentinel helmet for Nanite Systems Operatives infantry classes is now available in the Depot.
  • Binarycoder's E.P. helmet for Nanite Systems Operatives infantry classes is now available in the Depot.
  • Binarycoder's B.O.B. helmet for Nanite Systems Operatives infantry classes is now available in the Depot.
  • NS6's Afterfire helmet set for Terran Republic infantry classes is now available as a bundle in the Depot.

Source: Planetside 2 Test Server: Announcements


9
PC servers will be taken offline on Wednesday, September 25, 2019 at 6:00am PT for maintenance. Downtime is expected to last up to 2 hours.

Aerial Anomalies

Improved server performance while these events are active.

Buoys have all been lowered by 100 meters.

Buoy deposit range from 150 meters to 200 meters.

Misc. Fixes, Changes, Additions

Fixed some issues relating to faction balance queues.

NSO characters will now get a friendly fire warning when firing on allied terminals.

Prowler has deploy and undeploy sound effects again.

Your first loading screen tooltip should no longer inform you of the game you're currently playing.

PlanetSide: Arena Early Access is here!

To celebrate PlanetSide: Arena's early access release, we've added a special PlanetSide: Arena themed bundle with weapons and cosmetics for your Planetside 2 characters!

[img alt=[IMG]]https://i.imgur.com/tqRRMIp.png

PlanetSide: Arena - Mercenary Bundle - 2499 DBC

This bundle will be available until October 1st, 2019, at 12:00am PT, and comes with the following items:

  • PSA-01 Hammerhead AMR
  • PSA-02 Diamondback
  • Arena Mercenary Helmet
  • Arena Light Assault Armor


PSA-01 Hammerhead AMR (NS-AM7 Archer cosmetic variant)

The Hammerhead anti-materiel rifle revisits the power of the trusted NS-AM7 Archer, while bringing with it a more striking and modern visual design.

[img alt=[IMG]]https://i.imgur.com/Sq56XLe.jpg

PSA-02 Diamondback (NS-11A cosmetic variant)

The Diamondback assault rifle is a more aggressive take on the time-tested, and highly adaptable NS-11A.

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

Arena Mercenary Helmet and Light Assault Armor

A battleworn PlanetSide: Arena helmet for all VS/NC/TR infantry classes, and a VS/NC/TR Light Assault Armor set.

[img alt=[IMG]]https://i.imgur.com/lrsVU1T.jpg

October seasonal items coming soon!

In preparation for our Halloween event (Oct. 18 - Nov. 08), you will see seasonal items become available on October 1st, with more to come later in the month.

You'll see the following items start appearing in the Depot:

  • NS CandyCannon 3000
  • Slasher Knife
  • Halloween Vehicle Horns
  • Vehicle Tire Trails
  • Flaming Skull Helmets
  • Halloween Variety Helmets


Looking ahead

Hey there. The response to the dev letter a while back was pretty good, and the desire for continued communication is high, so we'll start adding little blurbs at the end of most of our patch notes to keep you in the loop with what we're currently working toward. This "hotfix" (not really a hotfix, more like an interim update,) was mainly to get a lot of timely marketplace information out now, as well as other data relating to the Halloween events slated for mid-October. Speaking of which, we'll be revising the way the Halloween event works this year. Instead of harvesting pumpkin seeds that can be used to purchase items, (a sporadic, mini-economy no one ever really knew how to price,) we're going to give you a chance at Halloween themed cosmetics by popping pumpkins. Shoot a pumpkin? Win a prize! We're going to be generous with some of the easier to purchase items, things like face masks and face paints, and increase rarity for for some of the nicer things. Horns are about middling rarity, flaming skull helmets are more rare, as an example.

The next update will be setting up the Halloween event primarily. That will be running from October 18 through November 8. With that update will come a round of faction-specific Assault Rifles, the possibility of an NSO-specific Sniper Rifle, and some Player Studio items, which we've had some issues processing lately. Sanctuary and Mandates are currently in the works, and making decent time. That'll be mainly what we start buttoning up after the October release, but we'll talk more about that later. Be on the lookout for an official Livestream coming early October where we'll show off and go into more detail about our progress.

October kicks off what tends to be the busiest three months for us on the dev team, and it will be a great time for PlanetSide 2 as well.

-Wrel, Lead Designer, PlanetSide 2

[img alt=[IMG]]https://i.imgur.com/VTNuK1E.jpg

Source: Game Update Notes


10
On September 18th, 2019 starting at 10AM Eastern we will be performing an extended maintenance of the server hardware for the Emerald server. All other servers will remain online and unlocked during this maintenance. Expected downtime is 6 hours. Stay tuned to PlanetSide 2 social channels or additional news and updates.

Source: Official News and Announcements


11
Servers will be coming down Thursday, August 29, 2019 at 3:00pm PT to fix the following issues. Downtime is expected to last less than an hour.

Continents should no longer unlock themselves immediately after a Meltdown alert.

Continents no longer lock themselves in the year 2155.

Players in outfits should once again see their outfit information when they select the outfit pane.

The Prowler's Rampart Projector now uses the correct increased projectile velocity while anchored.

Source: Game Update Notes


12
PC servers will be taken offline on Wednesday, August 28, 2019 at 6:30am PT for maintenance. Downtime is expected to last up to 3 hours.

Connery and Soltech

Server transfers are now available both to and from Connery <-> Soltech for a limited time. This window of availability ends September 30, 2019, at 11:59pm Pacific.

Continent Events

Aerial Anomalies

This event has been restructured to encourage more active participation and offer more tactical depth.

In this new version of Aerial Anomalies, Data Buoys will appear in the center of the map, and Anomalies themselves will coat vehicles in a mysterious residue called Tempest.

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

Players must deliver Tempest to the nearby Data Buoys located into the center of the map.

  • Galaxies can carry up to 500 Tempest.
  • Liberator can carry up to 400 Tempest.
  • Valkyrie can carry up to 250 Tempest.
  • Empire Specific Fighters can carry up to 100 Tempest.
Spotted vehicles carrying Tempest display a special icon that changes based on how much Tempest has been gathered.

If you kill a target carrying Tempest, all of the resources are lost.

Deposited Tempest is converted into score in this alert, and the first team to 25,000 score wins.

Automated Bounties

We've reinstated the bounty system in an automated form that will flag players who are getting strings of kills. We hope this encourages some new cat and mouse style dynamics mid-battle, and allows for more organic completion of the Bounty directive.

  • Bounties will now be automatically placed on characters who have an active 10 killstreak (kills without deaths) or greater. There is a long cooldown between how often this can occur.
  • Players will receive a 5-stack of bounties upon activation.
  • Stacked Bounties are now stripped one at a time when killed, instead of removing the entire stack when a player receives three deaths.
  • Kills on bountied targets now award a flat rate of experience, instead of basing it on the stack count.


Death Camera

In this update, players will notice a slightly different behavior from the death camera. Instead of a top-down view of your body, the camera will first track and highlight your killer for a few seconds before refocusing on your corpse. We believe this new camera will help players achieve a better understanding of where attacks are coming from, and ease frustration caused by deaths that feel abrupt or unfair. We've heard your concerns regarding the impact this change will have on stealth oriented gameplay, and will keep those concerns in mind as we evaluate the feature in Live play.

Infantry

Cosmos VM3 (VS MAX)

Maximum damage from 167 to 143

Minimum damage from 143 to 125

Dev Note: The bigger bullets of the Cosmos, despite the headshot damage reduction, has made this weapon overperform when attached to such a high health pool target. We're going to keep the unique aspect of the weapon while trying to reel in that performance a bit.

NSX-A Kappa (NSO SMG)

NSX-A Kappa minimum damage from 50 to 42

Dev Note: We've corrected an oversight with the minimum damage range of this weapon where it was equivalent to the maximum damage. This is a slight nerf, and stays in line as a Tengu variant while giving Soft Point Ammunition a reason to exist on the weapon.

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

Vehicles

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
  • Fixed an issue where framerates would drop drastically while trying to activate Magburner without an appropriate amount of energy.


Recharge (Utility Slot)

Added new "Recharge" Magrider utility that instantly restores Magburner fuel capacity, and momentarily disrupts lockon attempts.

  • Rank 1: 40 second cooldown.
  • Rank 2: 32 second cooldown.
  • Rank 3: 28 second cooldown.
  • Rank 4: 25 second cooldown.


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.

  • Rank 1: Increases Magburner regeneration rate by 15%.
  • Rank 2: Increases Magburner regeneration rate by 23%.
  • Rank 3: Increases Magburner regeneration rate by 27%.
  • Rank 4: Increases Magburner regeneration rate by 30%.


Prowler

Rampart Projector (Defensive Slot)

While deployed, the Prowler receives increased front armor and projects a hardlight barrier forward to shield allied infantry. This barrier is tied directly to the Prowler's health pool, and damage to the barrier will also damage the Prowler.

  • Rank 1: 10% additional front armor.
  • Rank 2: 15% additional front armor.
  • Rank 3: 17.5% additional front armor.
  • Rank 4: 20% additional front armor.


Vanguard

Nimitz Reactor (Defensive Slot)

Replaces 1000 Vanguard health in exchange for a quick-recharging shield layer of the same value.

Recharges 100 shield health per second at all ranks.

  • Rank 1: Recharge delay of 6 seconds when damage is received, and 15 seconds when shield is broken.
  • Rank 2: Recharge delay of 6 seconds when damage is received, and 12 seconds when shield is broken.
  • Rank 3: Recharge delay of 6 seconds when damage is received, and 11 seconds when shield is broken.
  • Rank 4: Recharge delay of 6 seconds when damage is received, and 10 seconds when shield is broken.


Flash/Harasser

Changed the model for the Stealth attachment visuals on these vehicles.

Lightning

Lightning's Engagement Radar attachment now uses the correct UI camera.

Misc. Changes, Fixes, and Additions

New Player Experience

Players now receive 100 certs at each new Battle Rank through BR100, instead of the first 15.

Continents and Alerts

  • Continent rotation has been randomized on server startup.
  • Warpgate rotation has been randomized on server startup.
  • Alerts and continent events will now end prior to a server restart.
  • Speculative fix for the 0:00:00 alert timer bug.
  • Esamir's continent lock benefit no longer stacks particle effects, and the performance impact of this benefit has been greatly reduced.


Infantry

  • Extended the range at which Hardlight Barriers will appear for distant players.
  • Hardlight Barriers now have a slightly larger exclusion radius to prevent barrier stacking.
  • NSO characters can no longer lock onto allied vehicles.
  • NSO characters now receive grief for damaging unmanned allied vehicles.
  • NSO characters should now be able to access faction specific jump pads.
  • Fixed various IFF crosshair issues for NSO characters.


Implants

The Critical Chain implant buff no longer lasts indefinitely.

Construction

  • Structure Shields should now despawn properly.
  • Orbital Strike generator's shield should now despawn properly when destroyed.


Visuals

  • Personal Shields have been given new visual FX.
  • Fixed issues related to the impact effects when shooting targets with a shield layer.

Source: Game Update Notes


13
We're currently investigating issues with PTS being offline. Once those issues are resolved, the following changes will be making their way there.

Prowler

Rampart Defense Mesh has been refunded and removed.

Rampart Projector (Defensive Slot)

While deployed, the Prowler receives increased front armor and projects a hardlight barrier forward to shield allied infantry. This barrier is tied directly to the Prowler's health pool, and damage to the barrier will also damage the Prowler.

  • Rank 1: 10% additional front armor.
  • Rank 2: 15% additional front armor.
  • Rank 3: 17.5% additional front armor.
  • Rank 4: 20% additional front armor.


Misc. Changes, Fixes, and Additions

  • Changed the model for the Stealth attachment visuals on Flash and Harasser.
  • Lightning's Engagement Radar attachment now uses the correct UI camera.
  • NSO characters can no longer lock onto allied vehicles.
  • Hardlight Barriers now have a slightly larger exclusion radius to prevent barrier stacking.
  • Construction Ammunition Tower ability has been disabled for the time being.
  • Made some minor modifications to the Death Camera's highlighting and panning.
  • Darkened UI background for the death screen has been removed.
  • Vanguard's Forward Shield visuals have been adjusted.

Source: Planetside 2 Test Server: Announcements


14
At 6AM Pacific on August 27th the Briggs server will be merged with the SolTech server. All characters currently associated with Briggs will become SolTech characters. That same morning we will be opening a character transfer window between the SolTech and Connery servers. That window will stay open until the end of September (9/30/2019 @ 11:59pm Pacific). Merging the Briggs server was not a decision we came to easily and we hope the Briggs players this merge is effecting will understand why this has to happen. That reason being the population of players on Briggs is not able to sustain the costs of continuing to operate in that region. We appreciate the support the game has received from all of the Briggs players and hope they will continue to play PlanetSide 2 on either SolTech or Connery servers for the foreseeable future. Our apologies if this announcement seems a bit late, we spent a very long time weighing all our options as to how best to proceed.

A small note on character transfers. We recommend you wait at least 10 minutes after ending a game session with a character before performing a server transfer of a character between SolTech and Connery. This should prevent any lost progress such as XP and Cert gain from your previous game session.

Source: Official News and Announcements


15
Aerial Anomalies

Resource rate when depositing to a Data Buoy from 50 per second to 20 per second. This ensures players have more time to kill targets with larger Tempest capacity.

  • Galaxy resource carry capacity from 1000 to 500.
  • Liberator resource carry capacity from 500 to 400.
  • Valkyrie resource carry capacity from 500 to 250.
Still working to fix an issue where vehicles are sometimes unable to acquire or deposit Tempest.

Automated Bounties

  • Bounties will now be automatically placed on characters who have an active 10 kill streak or greater. There is a long cooldown between how often this can occur.
  • When a target is bountied, it receives a 5 stack of bounties immediately.
  • Kills on bountied targets now award a flat rate of experience, instead of basing it on the stack count.
  • Stacked Bounties are now stripped one at a time when killed, instead of removing the entire stack when a player receives three deaths.
  • Players who are currently bountied cannot acquire additional bounties (though we may adjust this in the future to if we want to add in different threat levels.)


Death Camera

When you are killed, your camera will now track and highlight the player that killed you for a brief period before refocusing on your corpse.

The new camera aims to give players a better understanding of where attacks are coming from, and help ease frustration caused by deaths that feel abrupt or unfair.

Please report any issues you notice with the camera as it is currently a work in progress and will likely need additional tuning before releasing Live.

Known issues in this release:

  • Black UI overlay makes the screen look darker than intended.
  • Red outline appears instantly on death, instead of transitioning in.
  • Red outline sometimes only highlights armor and weapon attachments, and not the base character model.


Misc. Changes, Fixes, and Additions

  • Fixed various IFF crosshair issues for NSO characters.
  • Extended the range at which Hardlight Barriers will appear for distant players.
  • Speculative fix for the 0:00:00 alert timer bug.
  • NSO characters should now be able to access faction specific jump pads.
  • NSX-A Kappa minimum damage from 50 to 42
  • Destroyed terminals can now be hacked by Infiltrators.
  • The Critical Chain implant buff no longer lasts indefinitely.
  • Players now receive 100 certs at each new Battle Rank through BR100, instead of the first 15.
  • EMP flashback effect has been fixed - Currently Live
  • Smoke grenade and other particle opaqueness has been given another pass from our graphics engineers - Currently Live
  • Generators will no longer instantly revive after being destroyed - Currently Live
  • Another speculative fix for viewing outfit applications causing crashes - Currently Live

Source: Planetside 2 Test Server: Announcements


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