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Author Topic: [PTS] Jan. 21, 2022 - Oshur Test Build 02  (Read 1510 times)

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21/01/2022, 23:04

PSNews

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Download the Test Server client from this thread after reading the Test Server Policies: https://forums.daybreakgames.com/ps...st-test-server-policies-download-link.114038/
 --
 
 Test Build 02 Commences, Trident Testing Begins
 This next playtest will introduce the massive Trident Relays in their full form. We'd like to know how these bases play, within and without, and how the lattice jumping they create will impact the continent flow. More details on what's been added in this update below.
 
 Playtest Times for Test Build 02
  • Friday, Jan. 21 - 2pm PT (11pm CET)
  • Saturday, Jan. 22 - 11am PT (8pm CET)
Players who log online during either of these test periods will receive the "Work in Progress II" profile banner attributed to their account after Oshur is released. In order to be eligible, you'll need to log onto PTS character with the same account that you use on Live servers. There's no restriction to how long you need to stay. The tests are expected to last roughly an hour and a half.
 
 How to deliver Feedback
 Once each playtest concludes, we'll be placing a Google Form below with focused questions about your experience. Additionally, we'll unlock this thread for comments after the first playtest begins, and it will remain open until the next PTS update. A Reddit thread will also be provided for folks who prefer to use that venue.
  • Friday Feedback Form: Not Yet Available
  • Saturday Feedback Form: Not Yet Available
Big Ticket Items in Test Build 02
 We've added a bunch of stuff in Test Build 02, some of which sees a bit more detail here: https://www.planetside2.com/news/testing-the-tridents
  • Chapter 02 of the Distant Shores campaign is now accessible, and the second chapter can be activated without completing the first.
  • Underwater visuals have been updated with godrays and proper water backfaces, though they're still a work in progress.
  • Trident Relays are now textured, fleshed out, and available for combat.
  • Sunderer Garage Shields and No-Deploy Zones have been added to many of the bases!
  • So, so many bug fixes, performance optimizations, and base improvements.
Known Issues and Works in Progress
  • Dynamic projectiles like Grenades and Ammo Packs still need work to get their water drag and underwater FX functional.
  • Air vehicles are still a work in progress to get behaving nicely underwater.
  • Still need to do a pass on No-Construction and Spawn Room Pain Fields.
  • Construction still has some issues related to its use in the water.
  • Some vehicle gate shields are incorrectly sized.
  • Exodus PPC still have accuracy issues.
  • There is still a client-crash that can occur for multiple players in an area.
Audio Bug Debug Request
 If you hit the "Audio Bug" in-game where your audio drops out, we'd like for you to adjust the "Maximum Audio Channels" down to 64 in your Audio settings, and restart your client. We'll put some entries on the feedback form to find out who is encountering this bug, and we'd like to know if you run into the problem again after adjusting the channels. Knowing the outcome of this will help us narrow down what's causing the bug.
 
 
 Oshur Nitty Gritty Changes
  • Playing on low or medium graphical settings now works as expected.
  • All bases should now be capturable on the lattice.
  • Fixed an issue where automatic weapons would lose their audio when entering/exiting water and still firing.
  • Sunderer Garage Shields have been added to many bases, these shields are all controlled by a terminal that acts as a sub-objective for the base.
  • Projectiles that collide with the water now play proper "water enter" FX, instead of sometimes playing their on-land impact FX.
  • Removed collision from some jungle foliage.
  • Water should no longer jitter at shallow viewing angles.
  • Various updates on polish on underwater FX.
  • Out of bounds areas are now only located at the very edges of the map... as well as a hard, invisible wall. We'll likely update this in later versions.
  • Fixed an issue where vehicles floating atop the water would sometimes not be able to fire weapons from the gunner seats.
  • Exodus PPC will no longer target observer cameras.
  • Updated Exodus PPC particle effects.
Misc. Changes, Fixes, and Additions
 Squad Beacons
  • Squad Beacons no longer have increased delays on spawn times.
  • The cooldown on deploying new beacons remains the same.
Bastion Fleet Carriers
  • We've removed the Bastion Fleet Carrier terminals from Oshur. These are no longer present on the Flotillas.
M14 Banshee
  • Blast damage min radius from 2m to 1.5m.
ANT
  • C-Barrier armor increase from 20% to 30%.
  • Transport Cloak has been removed, and the certs refunded.
Lodestar
  • Nanite cost from 500 to 450.
Wasp
  • Cortium cost from 400 to 300.
  • Nanite cost from 350 to 250.
Harasser
  • This vehicle can now turn while turboing in the water.
Construction-related
  • WLT-Mandible cortium harvest rate from 200 to 400.
  • WLT-Mandible cortium deposit rate from 336 to 400.
  • WLT-Yellowjacket cortium harvest rate from 150 to 300.
  • WLT-Howler cortium harvest rate from 375 to 800.
  • WLT-Weaver cortium harvest rate from 200 to 400.
  • WLT-Weaver cortium deposit rate from 336 to 400.
  • WLT-Weaver can now deposit cortium into Colossus reservoir.
  • Common cortium node maximum resource count from 2000 to 4000.
  • Uncommon cortium node maximum resource count from 6000 to 8000.
QoL
  • When you right-click on a player's name in the chat, tThe "Remove from Friends" dialogue option is now located above the "Ignore" option, instead of just below "Send Message".
  • A simple dot reticle has been added to the center screen while third person in a vehicle.

 Oshur Base Updates
 Dekat Interlink
  • This base can now be captured.
  • Vehicle pad is now functional.
Seapost K12 and K10
  • These bases can now be captured.
Pommel Gardens
  • General cleanup of terrain and floating props.
  • More spawn room protection.
  • Spawn room now has working shields.
Emerald Arboretum
  • Vehicle pad is now functional.
  • Teleporter room is now functional.
  • Closed off some line of sight opposing the teleporter room added more cover nearby.
  • Added a dividing wall in the A capture point room.
Wellerman Watch
  • Added lifts outside the Sunderer Tower.
Mirror Bay Watchtower
  • This is now a three-point capture base.
  • Additional cover has been added to the vehicle bay to make holding this point easier.
  • B and C points have been located in the southern Tower and northwest building.
  • Various cleanup around this base.
Wakerift Beachhead
  • The Sunderer Tower at Wakerift now has lifts and jump pads that launch infantry to the upper level of Astira Hyroelectric.
Astira Hydroelectric
  • Now has a vehicle gate at the end of the tunnel, preventing vehicles from parking fully in the garage until the generator is destroyed.
  • The northern side of the base is now closed off to attackers, and a bridge from north to south over the lake has been added.
  • A teleporter now takes defenders to the northern plateau.
Palaso Supply Depot
  • Added an awning to the spawn room.
  • A teleporter now connects the spawn room to a teleporter room.
  • Added roof cover to each door way into the capture point.
  • Made the western entrance less accessible by vehicles.
  • Added lifts on the east wall inside the base.
Fort Arceo
  • Added additional cover to spawn room exits.
High Ridge Security
  • Relocated the spawn room location to provide defenders with more cover and clearer exits.
  • Swapped the smaller spawn room building with a larger one.
  • Added an air pad and terminal to the facility.
  • Added additional cover around the base to block longer lines of sight.
  • General cleanup.
Outpost Kalis
  • Shifted some cover to minimize easy access to some building rooftops.
  • Provided an additional entrance into the facility for defenders.
  • Added cover to the defender's infantry bridge.
  • General cleanup.
Viridian East Terrace
  • General terrain and object cleanup.
  • Aligned any object that was not aligned (mining plates
  • Adjusted building interior lighting.
  • Adjusted north entrance stairways to provide more cover.
Terran Genetics
  • This base can now be captured.
  • Added more cover around the spawn room and better transitions into the playspace.
  • Added vehicle gate shield with generator and updated vehicle terminal/pad position.
  • Added gravity lifts behind the spawn room.
  • Fleshed out the are beneath the main building.
  • Objects under control point were added
  • Added airpad and terminal.
  • Added teleporter from spawn room to air pad building.
Viridian Labs
  • Teleporter is now online.
  • General terrain and object cleanup.
  • Adjusted gate shields outside of C point.
  • Updated A point building interior space with more cover and updated lighting.
« Last Edit: 21/01/2022, 23:33 by Xerxates »

Reply #1
22/01/2022, 12:42

Fallengud

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Reply #2
22/01/2022, 13:03

StrikingSpliff

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I had fun with the flail. Wish they had expanded construction.
Lighting them up since dial up G

Reply #3
22/01/2022, 13:05

TheComposerNC

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It was good. I am still very excited about oshur, but it is too early to make any calls about  it and we have to see how it does on life.

Some of the bases for infantry fights are cool. My personal highlight: There is an OW Donut on Oshur and if OW gets announced I will scrimm the fuck out of that base.

Reply #4
23/01/2022, 16:15

Fallengud

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