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Author Topic: May 17th, 2023 - Fortification (PC Update)  (Read 826 times)

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18/05/2023, 23:01

PSNews

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20-Years of PlanetSide


When the original PlanetSide was first released on May 20, 2003, it offered the impossible: a grand scale, combined arms experience that spanned multiple continents (and planets!) Even now, twenty years later, we fight with tooth and nail. In this update, we celebrate the legacy of PlanetSide with additions, events, and some nostalgic sounds.

Official PlanetSide Soundtracks become available May 20!

We've partnered with CD Baby to bring official PlanetSide and PlanetSide 2 soundtracks to all your favorite streaming services. Get your nostalgia hit on Spotify, Apple iTunes, Amazon Music, Deezer, Pandora, TikTok, iHeartRadio, Napster, Shazam, and YouTubeMusic, just to name a few. A full list of platforms will be available at the bottom of the post. With this release you'll find one PlanetSide album with 30 tracks, and four PlanetSide 2 albums with 15 tracks for VS, NC, and TR, and 8 tracks for NS. These albums begin rolling out to digital platforms on May 20.

Here's a preview we posted earlier in the week of the original PlanetSide theme.

Content creators, as always, you're free to use music from PlanetSide and PlanetSide 2 in your videos and other creations!

Double Experience Event (May 17 - 21)

ALL PLAYERS receive DOUBLE EXPERIENCE from May 17 - May 21!

20-Year Legacy Event Directive (May 17 - June 4)

This year's event directive has many different paths to completion, celebrating our diverse sandbox of playstyles.

  • Helping Hand - Heal teammates or repair their structures, deployables, and vehicles to earn this ribbon.
  • Hot Drop - Earn this ribbon by deploying friendly troops to the battefield where they earn kills!
  • Hold the Line - Earn this ribbon for capturing and defending control consoles, and for killing enemies around them during a continent Meltdown Alert.
  • Module Mastery - Earn this ribbon by installing, overloading, or disarming construction modules.
  • Focused Assault - Earn kills during a continent Meltdown Alert.
  • Apex Predator - Earn kills using "Apex" weapons.
  • Foothold - Capture construction facilities.
  • Building Blocks - Deposit Cortium into a Silo in a contested region.
  • Armored Duel - Kill or assist in killing enemy vehicles while in a vehicle yourself.
Complete this year's Legacy directive to unlock the newest addition to the PlanetSide arsenal, the NS-D Helios heavy weapon.

[img alt=[IMG]]https://i.imgur.com/hN81pLY.jpg

Unlock this fire breathing heavy weapon by completing the Legacy event directive!

NS-D Helios

As an ode to the original PlanetSide "Dragon" flame weapon, the NS-D Helios will be blazing a trail into the game as a common pool heavy weapon. Much like the original, this five-round burst incendiary weapon has an alternate fire mode that can lob an explosive blast of flame.

Earn this weapon by completing the Legacy event directive, or pick up the celebration bundle and all of its new content! (This weapon will also be unlockable through standard means after the event ends.)

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

The NS-D Helios, available as a reward for the Legacy Event Directive.

20-Year Legacy Bundle (2999 DBC)

This bundle, available until June 30, includes "APEX" variants of the first generation SMGs, a cosmetic variant of the Helios, a 6-month Heroic Boost, and more!

  • Title: Field Commander
  • PlanetSide Legacy Banner Frame
  • PlanetSide Legacy Banner
  • Heroic Boost - 6 Month
  • "Apex" PMG-100
  • "Apex" SMG-46 Armistice
  • "Apex" AF-4 Cyclone
  • "Apex" Eridani SX5
  • NS-D Helios EX
[img alt=[IMG]]https://i.imgur.com/DwtNxOQ.jpg

PlanetSide Legacy Banner and Banner Frame.

[img alt=[IMG]]https://i.imgur.com/VczG4zM.png

"Apex" SMG variants.

[img alt=[IMG]]https://i.imgur.com/85ZR991.png

The EX version of the new NS-D Helios.

Construction Overhaul

The construction system has received a major rework with the goals of making construction more accessible, more fun to fight at, and allow for more diverse base building.

Many new construction objects have been added, and some have been given a facelift (or reworked entirely,) and more cover and interior spaces are now available to fight around.

[img alt=[IMG]]https://i.imgur.com/Ulx0aQ8.jpg

Learning Construction

  • New, one-time construction-based tutorial missions have been added for players, and will reward players with the Elysium Spawn Tube, Infantry Tree Stand, Light Vehicle Terminal, and Equipment Terminal Module.
  • Additional construction-based daily missions have been added to the pool for all players.
  • VR Training now has Cortium spawns and facility silos, allowing for practice with construction objects.
UI Updates

  • Removed the two-click process of placing a construction object, and you can now select either currency with a single click.
  • Added new "Favorites" functionality, to mark your favorite construction objects in their own category.
  • Buy, Unlock, and Equip button and terminology have all been adjusted to make more sense.
  • Exiting the building terminal window will retain your last selection.
Placing Construction

  • Controls for placing construction objects are now visible when a construction object is held.
  • Construction placement spheres have been replaced with directional arrows showing whether they need to be above or below ground.
  • Reduced the default rotation speed of construction objects.
  • Sealed up the "holes" beneath certain construction objects, which would allow you to get inside the backface of the models.
Maintaining Construction

  • Passive cortium drain has been removed. This change allows builders to set up bases far in advance of a fight that may or may not make its way down the lattice, instead of doing cortium runs for a fight that may never manifest.
  • We've moved toward a more active form of cortium drain. The Flail, Glaive IPC, and Orbital Strikes will drain cortium when firing; Modules (which we talk about later) are equipped and placed into structures when the need arises; and vehicle/air pads still drain cortium as vehicles are used.
Interacting with Construction

  • Cortium Silos within 500m now appear on your map and minimap.
  • Spotlights attached to construction objects (like those at the Infantry Tower) now count as Darklights for the purposes of revealing cloaked targets.
  • Spawn locations at construction bases now show the name of the player who owns the object.
  • Additionally, there are new ways to interact with construction through Construction Outposts, Modules, and Attack Modules.
Construction Outposts

Construction Outposts (previously open-field vehicle capture bases) have been updated with a new Construction Outpost Silo. This silo is accessible to the faction who owns the region, and is accessible to any player on that faction. These outpost silos regenerate cortium over time, ensuring that construction assets are readily available to build with. When an outpost is captured by an opposing faction, construction objects within 100 meters are converted to the capturing faction's control. Players who previously owned these objects have their placement limits freed up so that they can build elsewhere.

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

Modules

Modules have all been converted into hand-held objects that can be slotted into new sockets on many of the construction objects. Modules come in a variety of types, allowing for base customization based on needs. Certain modules can only be equipped on specific construction objects, and a list of compatible modules is shown in the terminal screen.

  • When you're at a construction base, empty module sockets appear on the HUD. While you're holding a module, the HUD will show compatible and incompatible module sockets, as well as which modules are socketed into which objects currently.
  • Modules are socketed into empty slots, or can be swapped out with an existing module. Modules and their effects cannot be stacked, meaning that only one module of a given type can be slotted into a construction object at a time.
  • Attackers can overload a module, much like a generator, by interacting with it. When the timer completes, the module detonates and deals some structural damage.
  • Similarly, Cortium Bombs and Tunnel Worms can be equipped in the Tactical Slot by attackers. When placed into an empty socket, they'll either count down until major damage (Cortium Bomb), or prevent a structure from repairing (Tunnel Worm).
Standard Module

  • Repair Module - Repairs the building over time, and increases max health by 5000.
  • Projectile Shield Module - Provides the structure with shielded windows and doors, and increases max health by 2000. This shield is two-way.
  • Skywall Shield Module - Provides the structure with a skywall shield, protecting from airborne attacks, no longer EMPs infantry. This shield is one-way.
  • Firewall Module - Protects modules in the structure from being overloaded until the Firewall is brought down. Increases maximum health by 5000.
  • Equipment Terminal Module - Provides the structure with an unhackable equipment terminal.
  • Durability Module - Increases maximum health by 8000.
  • Capacity Module - Increases the maximum cortium held by this object by 5000. Remains active until destroyed or replaced.
High Pressure Modules

  • Heavy Repair Module - Repairs the building rapidly over time, and increases max health pool by 5000. Remains active for up to 1 minute.
  • Fortress Shield Module - Provides a projectile bubble shield around the structure and surrounding area. This shield is two-way. Remains active for 1 minute.
  • Heat Dispersion Module - Drastically reduces heat accumulation for the weapon while being operated by a player, increases maximum health pool by 2000. Remains active for 1 minute.
Tactical Slot Items

  • Cortium Bomb - This item has been reworked into a bomb that players can slot into any module socket of an enemy building. Detonating after a short while, dealing incredible damage to the structure from the inside.
  • Tunnel Worm - This module, when socketed into an enemy object, prevents it from regenerating health until it expires or is removed.
Removed Modules

  • Turret AI Module - Artillery and Orbital Strike Uplinks no longer require this module.
  • Alarm Module - Has been replaced with a Recon Array structure.
  • Recon Module - Combined with the Alarm Module into the Recon Array structure.
New Construction Objects

Along with the many changes to construction itself, a variety of new buildings and cover pieces are now available.

  • Command Center - The Command Center is a large structure that houses ground and air vehicle pads, and a secure spawn room and equipment terminal.
  • Recon Array - This object alerts the owner to the presence of nearby enemies and attackers (similar to the Alarm Module), and passively checks for enemies nearby, similar to a Recon Device. The Recon Array can be activated manually to provide detailed motion sensing for a duration.
  • Bulwark Walls (Thin/Wide variants) - These heavy walls are built high to help hide structures behind them.
  • Module Dispenser - A module-only dispensary for placing near the areas you need it.
  • Infantry Tunnel - A covered tunnel for safe infantry passage.
  • Infantry Treestand - A compact, tall sniping perch for surveying the base below.
  • Infantry Awning - A covered overhang to hold back fire from enemy aircraft.
  • Secure Silo - Store additional cortium that you can lock for the use of you and your squad.
  • Rebirthing Center - A shielded spawn point with a built-in equipment terminal.
  • Vehicle Bridge - This bridge can span small gaps or smooth rough terrain, and is wide enough to allow a Colossus to cross.
  • Light Post - A light post to illuminate, and detect infiltrators who pass beneath it.
  • Blast Gate - A blast-wall styled checkpoint that allows infantry in and out, while blocking line of sight and protecting objects behind it.
  • Mining Drill - Outfits can now craft Mining Drills as a War Asset, and place them as Construction items. These Mining Drills churn up Cortium nearby, allowing you to sustain a base... or use the crystals defensively.
[img alt=[IMG]]https://i.imgur.com/qJZh2BS.jpg

Reworks and Removals

  • Many of the one-way shields have been converted into two-way shields. Exceptions include the Skywall Shield, and shields that are specifically meant to allow spawning defenders to push out of their spawn room.
  • Pain Spires and turret automation have been removed, and Skywall Shields no longer EMP shields. These mechanics aren't fun to play around for attackers, and one of our goals is meant to encourage back and forth gameplay throughout construction bases.
  • The Orbital Strike Uplink has been converted into a larger building that can be played within and around, and Orbital Strikes on construction bases do significantly less damage than previously.
  • The Bunker no longer has such a large footprint, and has a more accessible roof.
  • "Anti-Vehicle" Melee Weapons no longer damage construction objects.
Misc. Construction Polish and More

  • Elysium Spawn Tubes and other construction-based spawns now show the owner on the redeploy screen.
  • Updated the visuals on the construction building FX.
  • Added ambient audio to construction objects as they build.
  • Many construction objects have received updated visuals.
  • Updated and added FTEs and Codex entries related to construction.
  • Triggering a Recon Array's "alarm module" functionality now has more visual messaging.
  • We're still working on converting Flail, Glaive IPC, and Orbital Strike targeting darts into targeting lasers – this is almost complete, and is mainly down to polish.
  • If you owned a previous construction module that was replaced in this update, you'll receive the new version of that module if an equivalent exists, or receive a cert refund in the event that it doesn't.
[img alt=[IMG]]https://assets-cdn.daybreakgames.com/uploads/dcsclient/000/000/264/801.png?v=1.0

Source: Game Update Notes


 

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