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Author Topic: [PTS] PTS Update 10-19-15  (Read 3286 times)

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20/10/2015, 20:31

PSNews

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LMG Changes

Made some more tweaks to LMG’s based on player feedback, here are the changes on PTS compared to live; we are looking to get these changes to live at this point.

Orion

  • ADS moving CoF remains 0.4 (same as Live)
  • ADS movement modifier to 0.5, from 0.75
  • ADS CoF recoil to 0.04, from 0.05
  • Horizontal recoil to 0.22/0.22, from 0.2/0.225
  • Horizontal tolerance to 0.8, from 0.9
  • Standing hipfire to 2.5, from 2.75
  • Moving hipfire to 3.25, from 3.5
  • Projectile velocity to 540, from 570
  • Short and long reloads to 3.0/3.44, from 3.28/3.655
Betelgeuse

  • ADS moving CoF remains 0.4 (same as Live)
  • ADS movement modifier to 0.5, from 0.75
  • ADS CoF recoil to 0.04, from 0.05
  • Horizontal recoil to 0.22/0.22, from 0.2/0.225
  • Horizontal tolerance to 0.8, from 0.9
  • Standing hipfire to 2.5, from 2.75
  • Moving hipfire to 3.25, from 3.5
  • Projectile velocity to 540, from 570
  • Decreased heat bleedoff speed by 20%
SVA-88 & SVA-88 GG

  • ADS movement modifier to 0.5, from 0.75
  • Horizontal recoil to 0.2/0.2, from 0.2/0.225
  • Horizontal tolerance to 0.8, from 0.9
  • Vertical recoil to 0.4, from 0.44
Pulsar LSW

  • Can now equip Extended Magazines
  • First Shot Multiplier to 1.6, from 2.45
  • ADS CoF recoil to 0.04, from 0.05
VX29 Polaris

  • Maximum damage range to 20m, from 10m
  • Recoil angle to 17/17, from 17/20
  • Can now equip a Flash Suppressor
Ursa

  • Moving ADS CoF to 0.35, from 0.4
Flare

  • Horizontal tolerance to 0.6, from 0.75
  • Vertical recoil to 0.4, from 0.44
Anchor

  • First Shot Recoil Multiplier to 2.2, from 2
  • Horizontal recoil to 0.18, from 0.175
  • Standing hipfire to 2.75, from 3
  • Moving hipfire to 3.5, from 3.75
  • Projectile velocity to 570, from 600
EM1

  • Maximum damage range to 20m, from 10m
  • Horizontal recoil to 0.18/0.18, from 0.2/0.2
NC6 Gauss Saw

  • Moving Aim Down Sights CoF to 0.4, from 0.5
MSW-R

  • Standing hipfire to 2.75, from 3
  • Moving hipfire to 3.5, from 3.75
  • Projectile velocity to 550, from 580
T16 Rhino

  • Maximum damage range to 20m, from 10m
  • First Shot Recoil Multiplier to 1.5, from 2
TMG-50

  • Moving ADS CoF to 0.35, from 0.4
T32 Bull

  • Reserve ammunition to 240, from 180
  • Horizontal recoil to 0.18, from 0.2
T9 CARV-S

  • Horizontal tolerance to 0.7, from 0.8
T9A Butcher

  • Added Spinup - Rate of Fire from 750 to 780 over 0.3 seconds.
  • Crouching hipfire to 3, from 3.5
  • Crouching moving hipfire to 3.5, from 4
  • Standing hipfire to 3.5, from 4
  • Moving hipfire to 4, from 4.5


Victory Points

Continents will no longer be captured by alerts and territory control alone. Victory points are a new method of scoring in the game, the more points your faction earns the closer to continental victory you will be; if your faction earns a predetermined number of points then continent is yours.

There are a numbers of ways to earn VP:

Permanent Victory Points

  • Link your warpgate to enemy warpgate #1  = +1 VP
  • Link your warpgate to enemy warpgate #2  = +1 VP
  • Link your warpgate to enemy warpgate #1 + #2 simultaneously = Continental Victory/Lock
  • Capture all Techplants = +1 VP
  • Capture all Amp Stations= +1 VP
  • Capture all Biolabs = +1 VP
  • Capture all major facilities (Amp, Bio, Tech) simultaneously = Continental Victory/Lock
  • Win Alerts = +1 VP
Flux Victory Points

Capturing more than 50% of a continents territory can earn you flux Victory Points. Flux Victory Points count towards continental victory but can be won/lost with the territory you control/lose.

Percentage of Territory controlled

  • 55% = +1 XP
  • 60% = +1 XP
  • 65% = +1 XP
  • 70% = +1 XP
  • 75% = +1 XP
  • 80% = +1 XP
  • 85% = +1 XP
  • 90% = +8 XP (Continental Victory)
Misc

  • Skill line trees are back
  • All facilities and outpost should now be using the new capture ui that went live on large outposts a few weeks ago
Known Issues

  • Loadouts (both vehicle and infantry) are not persisting through logout/in
  • Locking a continent grants 200 certs (this is just test data)
As always, looking for your fededback on these changes.

Source: Planetside 2 Test Server: Announcements


Reply #1
20/10/2015, 20:41

JohnnyDread

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Are those VS LMG changes buffs or nerfs? :D

Also why the fuck are they nerfing the Anchor and Buffing the EM1...

EDIT: Nevermind about the Anchor, after thinking a bit more seems to be a change not a nerf or buff. Using it at longer range will be a pain, but slightly better at short range engagements.
« Last Edit: 20/10/2015, 20:47 by JohnnyDread »

Reply #2
20/10/2015, 20:42

Speedcollector

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the new cap method is like all types of alert mixed
« Last Edit: 20/10/2015, 20:44 by Speedcollector »
utilizes speed to his advantage

Reply #3
20/10/2015, 20:54

Karbooo

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Wuhuu EM1 buff! No need to use anything else anymore.


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

Reply #4
20/10/2015, 22:07

AlexisFR

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The EM1 DPS is still too low to be useful...

Reply #5
20/10/2015, 22:56

MummelWurst

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i like all those changes, i would love Ext. Mags on my Pulsar LSW, other stuff is nice too, slight but reasonable changes, EM1 needs a standout thing like Ext. mags, but EM6 has it as well, so no real use (Adv. Laser Sight is not useful)

gimme that right now o.O

 

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