0
Miller(EU) Status: online
Re4pers Platoon open

Re4pers In-Game

Character Name BR
Most Re4pers ever online: 120 (15 Mar 2020)
Short URL:

Author Topic: [PTS] PTS Update - 8/29  (Read 3508 times)

0 Members and 1 Guest are viewing this topic.

30/08/2017, 03:06

PSNews

  • Psnews
  • Forum Posts 847
    Likes Received 28
    Outfit Rank by Planetside2 Score -
The PlanetSide Public Test Server will be coming down this evening for about an hour and the following will be patched in. The new continent locking alerts are still in a very early state and we will be patching up additional updates as the system progresses and once we have something more stable and complete we plan on doing a public test event. Please bear with us as we iterate on this system it touches a lot of the core elements of the game.

Continents and Alerts

  • Extensive changes have been made to the way alerts and continent locking work.
  • All continents now require 10 points to become lockable to a faction.
  • Eight of these points are gained through territory control, the last two are gained through Cortium Refinement.
  • When a faction hits the 10 point threshold, an alert will trigger which forces that faction to defend their territory.
  • If they successfully defend their territory for the duration of the hour-long alert, they lock the continent.
  • If they fail to defend their territory for the alert, that faction's cortium-based points are reset.
Alert Resolutions

  • When an alert ends, rewards are given out to players based on a faction's place in that alert.
  • Factions who triggered the alert and win the alert receive: 300 ISO-4 (and loot box) reward
  • Faction who did not trigger the alert and win the alert receive: 100 ISO-4 reward
  • Faction who lose the alert receive: 50 ISO-4 reward
How Alert Loot Works

  • The loot box contains various cosmetics, consumables, and even equipment that cannot be found in the depot.
  • Players can only receive items if they've participated in at least 50% (30 minutes) of the alert, and the amount of ISO-4 currency gained scales based on the percentage of time a player spends in the alert (100% participation = 100% of the reward.)


When a faction locks a continent, air support arrives to forcefully clear remaining combatants.

Read more in the dev blog here: https://www.planetside2.com/news/ps2-critical-mass-development-update-2017

Weapon Development

NSX Daimyo

A new sniper rifle has entered the battlefield. The NSX Daimyo carries a three round magazine with the headshot kill potential of a bolt-action sniper rifle, and flexibility of a semi-auto. This adaptable platform has access to 4x through 12x zoom optics, suppressor, and various rail attachments.

Combined Arms

A partial (and initial) pass has been done on air vehicles and various connective tissue. Many of these changes leave air to air interactions similar to current Live conditions, and have been revised based on the new resistance and health models. This pass is in no way complete, as there is still a lot of work left to be done.

Resistances

  • Liberator resist 28 (gatling guns) from 50% to 67%
  • ESF resist 28 (gatling guns) from 0% to 67%
  • Valkyrie resist 28 (gatling guns) from 50% to 67%
  • Valkyrie resist 8 from 90% to 75%
  • Liberator resist 8 from 86% to 85%
  • Galaxy resist 8 from 91% to 75%
  • MBT resist 8 from 92% to 90%
  • ANT resist 8 from 95% to 90%
  • Flash resist 8 from 25% to 50%
  • Lightning resist 8 from 92% to 90%
  • Valkyrie resist 4 from 60% to 75%
  • Liberator resist 45 from -5% to -100%
  • Galaxy resist 45 from -25% to -125%
  • ESF resist 45 from 10% to -25%
  • Valkyrie resist 45 from 15% to -50%
  • MAX resist 5 from 0 to -25%


Composite Armor

  • ESF - Increases health by 300 (10%) at max rank.
  • Liberator - Increases health by 500 (10%) at max rank.
  • Galaxy - Increases health by 700 (10%) at max rank.
  • Valkyrie - Increases health by 450 (15%) at max rank.
  • Flash - Increases health by 450 (30%) at max rank.


Skyguard

  • Indirect damage from 35 to 20


Ranger

  • Sunderer indirect damage from 38 to 15
  • MBT indirect damage from 38 to 25


NS-AM7 Archer

  • Resist type from 40 to 5
  • Max damage range from 10m to 25m
  • Headshot multiplier from 1.5x to 2x
  • Min damage from 300 to 200
  • Min damage range from 125 to 200
  • Indirect damage added, resist type 6
  • Indirect damage has a 25m detonation range
  • Inner blast damage from 0 to 50
  • Inner blast range from 0m to 1m
  • Outer blast damage from 0 to 25
  • Outer blast range from 0m to 2.5m
Dev Note: Overall, this is a slight decrease in the weapon's effectiveness versus MAX units, and an increase in its effectiveness versus vehicles, as well as improved effectiveness versus infantry on headshots.

Engineer

  • Repairs from the rumble seat no longer stack.
Dev Note: This change primarily affects the Valkyrie, where up to four engineers could repair the vehicle mid-flight. This ability made the Valkyrie's survivability either too low (with not enough repairs,) or too high (with four engineers.) By reducing the variance in survivability, we can begin moving the vehicle toward a platform with better baseline survivability and stronger weapons.

Common Pool ESF

Hornet Missiles

  • Resist type from 18 to 23
  • Max damage from 1500 to 500
  • Reload from 4sec. to 3sec.


A2A Missiles

  • Max damage from 750 to 250
  • Max blast damage from 750 to 250
  • Min blast damage from 1 to 50
  • Magazine size from 1 to 2
  • Ammo capacity from 11 to 32
  • Now has a 1 sec. refire time
  • Lockon angle from 7 degrees to 10 degrees.


Coyotes

  • Reload from 4.5sec. to 5.5sec.
  • Damage from 75 to 55
  • Inner blast radius from 0.35m to 0.5m
  • Min blast damage from 1 to 25
  • Outer blast radius from 3 to 2.5


Reaver

Mustang

  • Max damage from 250 to 200
  • Min damage from 200 to 167
  • Max damage range from 230m to 200m
  • Min damage range from 330m to 300m


Vortek Rotary

  • Max damage from 320 to 240
  • Max damage range from 130m to 100m
  • Min damage from 210 to 143
  • Min damage range from 230m to 200m


Kestrel

  • Refire rate from 100ms to 98ms
  • Max damage from 250 to 180


Air Hammer

  • Damage from 65 to 85


Breaker Rocket Pods

  • Resist type from 18 to 5
  • Damage from 550 to 167


Mosquito

Needler

  • Max damage from 200 to 167
  • Min damage from 167 to 143


Rotary

  • Max damage from 200 to 175
  • Min damage from 143 to 112
  • Reload speed from 2.5sec. to 2sec.


Locust

  • Max damage from 200 to 150


Banshee

  • Max damage from 150 to 170


Hellfire Rocket Pods

  • Resist type from 18 to 5
  • Max damage from 400 to 125


Scythe

Saron

  • Max damage from 220 to 180
  • Min damage from 184 to 167
  • Magazine size from 60 to 65
  • Refire rate from 85ms to 82ms


Maelstrom

  • Max damage from 255 to 200
  • Min damage from 167 to 143


Antares

  • Max damage from 220 to 175


Light PPA

  • Refire rate from 300ms to 250ms
  • Inner splash damage from 250 to 200


Dual Photon Pods

  • Resist type from 18 to 5
  • Max damage from 475 to 143


Valkyrie

Hellion

  • Refire rate from 100ms to 111ms
  • Max damage range from 25m to 50m
  • Magazine size from 60 to 50
  • Ammo capacity from 420 to 450
  • Spinup from 1.5sec. to 1sec.


Wyvern

  • Resist type from 4 to 8
  • Damage from 250 to 200 at all ranges


CAS 14-E

  • Max damage from 167 to 125
  • Max damage range from 10m to 50m
  • Min damage from 125 to 100
  • Min damage range from 50m to 200m
  • Inner blast radius from 0.35m to 0.5m
  • Outer blast damage from 1 to 25
  • Outer blast radius from 1m to 2m


Infantry

Light Assault

  • Ambusher Jump Jets have been added to the Light Assault class.
  • These jump jets propel the player forward quickly, with limited vertical height.
  • Unlike other jump jet types, these are on a cooldown, instead of being more readily available.
  • Aerial Combatant's rank 5 benefit now resets the cooldown on Ambusher Jump Jets upon a kill.

Engineer

  • The Nano-Repair Grenade has been added to the Engineer class.
  • This grenade creates a field which repairs 50 health per second in an area.
  • The grenade sticks to vehicles, the player can only have one active at any time.

Cosmetics

  • The following cosmetics have been added…
  • Sunderer Barricade Body Kit, from Giz
  • Sunderer Barricade Bumper, from Giz
  • Galaxy Halo Zeta Cockpit, from Giz
  • Galaxy Farrow Cockpit, from Giz (currently bugged in this update.)
  • Lynx Helmet, from G1ngerBoy
  • First Strike Helmet, from G1ngerBoy
  • Armageddon Helmet, from G1ngerBoy
  • Galaxy Torpedo Intake, from LorrMaster
  • Primarch Heavy Assault Armor, from Steveo

Source: Planetside 2 Test Server: Announcements


Reply #1
30/08/2017, 09:30

TowerC

  • Veteran
  • Forum Posts 957
    Likes Received 752
    Outfit Rank by Planetside2 Score #1
  • Re4per 4 Life and then I RESPAWN
WTF is this? They are breaking all the weapons!

Reply #2
30/08/2017, 09:39

FelixTheLion

  • The Re4pers Council
  • Forum Posts 1.408
    Likes Received 1535
    Outfit Rank by Planetside2 Score #3
  • Flower-Power ? Firepower !
And WHY?  
Why do they decrease the damage of almost all weapon...while the increase the damage of the f&%!g Banshee and also Air Hammer?  >:(
« Last Edit: 30/08/2017, 09:43 by FelixTheLion »

Reply #3
30/08/2017, 11:55

Karbooo

  • Veteran
  • Forum Posts 810
    Likes Received 428
    Outfit Rank by Planetside2 Score #84
  • Kunnia kestävän palkka.
CAS 14-E Will be excellent after this update


"Ok got it now you fucking nasty dick" -Gwynbleidd12 15.1.2017

Reply #4
30/08/2017, 14:37

Stummeursel

  • The Re4pers Council
  • Forum Posts 923
    Likes Received 441
    Outfit Rank by Planetside2 Score #5
Change of the resist types, they probably do more or less the same damage as before

Reply #5
30/08/2017, 15:37

TowerC

  • Veteran
  • Forum Posts 957
    Likes Received 752
    Outfit Rank by Planetside2 Score #1
  • Re4per 4 Life and then I RESPAWN
And WHY? 
Why do they decrease the damage of almost all weapon...while the increase the damage of the f&%!g Banshee and also Air Hammer?  >:(
Exactly!

 

Bunkster is currently playing Got it!