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Author Topic: [PTS] PTS Update - 7/29  (Read 4893 times)

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30/07/2016, 02:32

PSNews

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PTS will be coming down this evening for an update.  The following changes will be introduced:

New Construction Objects

·         Light Vehicle Terminal - The Light Vehicle Terminal can be used to spawn small and medium sized ground vehicles at the cost of both Cortium and Auraxium.

·         Light Air Terminal - The Light Air Terminal can be used to spawn light aircraft such as ESFs and Valkyries at the cost of both Cortium and Auraxium.

·         PillBox - Small fortified structure that can provide cover for both infantry and deployed equipment

·         Elysium Spawn Tube - When powered by an adjacent silo the Elysium Spawn Tube will provide a spawn point for nearby allies at the cost of a small amount of Cortium each spawn. Additionally, it includes a matrixing option, allowing those linked to it to spawn at it from anywhere on the continent. You can only matrix to one point at a time.

·         Ammo Dispenser - When constructed, it can supply ammo to nearby ground vehicles.

More Air to Air Balance Tweaks

·         Air to Air (Tomcat/Photon Pods) range increase certification line from 10m per rank to 16m per rank

·         Coyote direct damage from 100 to 75

·         Coyotes have received minor tracking adjustments which should make them possible to dodge

·         Air Hammer indirect minimum damage from 50 to 20

·         Light PPA indirect minimum damage from 1 to 25

·         Light PPA indirect max damage radius from 0.75m to 1m

·         High-Capacity fuel tanks from 200% capacity increase to 220% capacity increase

WLT-Howler

·         The Howler is a new primary mining laser for the ANT which can quickly extract Cortium from smaller nodes, but will overheat during prolonged use.

More Changes and New Stuff

·         Reduced capture time of large outposts to 15 minutes from 21 minutes when holding 2/3 of the capture points; capture time when holding all points scales down as well to around 5 mintues.

·         Territory capture victory points now begin being granted at 15% of regions held; this means that all faction will now start the map with 5-6 Victory Points.

·         Victory Points needed to capture a continent has been increase to 20 from 15

o   Note: Some maps start with uneven territory distribution and therfore start with uneven VP

·         Added more auraxium stuff to the test server auraxium bundle

·         Added a WidowMaker armor decal, and allowed it to be set as an outfit decal.

·         All ranks of the medical applicator now revives soldiers at 100% health instead of just the final rank. (Does not apply to MAX units).

·         Updated spot callout VO for the Flash, Liberator, and Valkyrie to make use of more specific VO lines.

·         Moved Ace Tool lower in the screen when holding a construction object

·         Scythe, Reaver and Mosquito Nanite Auto Repair: Regen Delay lowered to 8 seconds down from 12.

·         Engineers piloting Scythes, Reaver or Mosquitos will enable health regeneration on the vehicle equivalent to rank 1 nanite auto repair system but with a 12 second damage delay. This does not stack with the nanite auto repair item.

·         New Player Studio decals and cosmetics added

·         A minor tracking delay has been reintroduced to G2A and G2G lock-on launchers.

  • Damage interrupt duration for shields generated by the Structure Shield Module (excluding HIVE Bubble shield) has been increased to 1.5 seconds from 1 second
  • Health regen rate for shields generated by the Structure Shield Module (excluding HIVE Bubble shield) has been decreased to 200 per second from 330 per second
  • Intitial health (health after spawning) for shields generated by the Structure Shield Module (excluding HIVE Bubble shield) has been decreased to 500 from 1000
·         Adjusted tooltips for various weapon attachments.

·         Lumine Edge, Ripper, and Carver activated damage from 1000 to 1050.

·         Titan-150 HE and Supernova VPC indirect max damage from 1000 to 1050.

·         Proximity Mine and Bouncing Betty indirect max damage from 1000 to 1050.

·         Blackhand min damage from 250 to 275.

·         Chameleon Modulewill now restore 20% max Infiltrator energy if personal shield "shatters" while cloaked.

·         NS-AM7 Archer can now destroy small deployables in a single shot.

·         All ranks of the repair tool are now able to deconstruct enemy tank mines. Previously, only the max rank would enable tank mine deconstruction.

Bug Fixes

·         Fixed a number of damage resist issues with the ANT C-Barrier shield, including some weapons not causing damage.

·         Removed distortion and autotile when close from all construction related shields

·         Austria Vehicle Decal should no longer be listed in the infantry gear section of the depot

·         Portugal Armor Decal should no longer be listed in the vehicle gear section of the depot

·         Fixed incorrect silencer audio on TRAP-M1 and TS2 Inquisitor

·         Fixed Northeast ammo tower at Mekala Tech Plant on Amerish

·         Sunderer A7Comm Array should no longer cause cosmetic exterior items to not display

·         Fixed issue where the Sunderer Logistics ribbon and directive would not properly update.

·         Fixed an issue where Triage did not work with the Valkrye and ANT.

·         LC2 Lynx' forward grip now properly reduces horizontal recoil by 25%, was previously reducing recoil by 16.5%.

·         Harasser's Composite Armor should no longer cover the decal locations.

·         Fixed an issue where the repair tool would not play audio when repairing cloaked vehicles for some factions. When repairing a cloaked vehicle, the repair shimmer is only visible to the local player (only the player repairing the vehicle sees the shimmer, no one else)

·         Mosquito Ravage Armor will no longer be visible in 1st person

Source: Planetside 2 Test Server: Announcements


Reply #1
30/07/2016, 10:03

Speedcollector

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our decal is on pts!!!!!!!!!
utilizes speed to his advantage

Reply #2
30/07/2016, 10:27

JohnnyDread

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« Last Edit: 30/07/2016, 10:29 by JohnnyDread »

Reply #3
30/07/2016, 10:37

Karbooo

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YES YES YES


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

Reply #4
30/07/2016, 10:44

FelixTheLion

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The Mosquito Banshee became again a huge problem because of the impresiv damage which kill you in much less as a second but all they change is the Scythe and Reaver ?  ???

Reply #5
30/07/2016, 10:53

TheBUNKSTER

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The VP changes are interesting - I dont know which direction. Basicly Alerts will become even more unimportant ...

But ... OUR DECAL! Finally! The older members will remember the time when we started to wait for that day.

Reply #6
30/07/2016, 11:36

FelixTheLion

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The VP change confused me a bit in first seconds because it's going like you all will have 5 VP more from the beginning but you will also need 5 more in the end.

But the change of the takeover time could be in our favor!
5 min is not much for the enemy to counter a prepared attacks of us and it should be even less than 5 min for bases like Splitpeak Pass, and Waterson's which have 4 Points.
« Last Edit: 30/07/2016, 14:34 by FelixTheLion »

Reply #7
30/07/2016, 12:27

stonedmedic

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We are waiting since march. Cant wait for a gal drop of 4 gals with that decal. Everybody will be like - ruuuun the white scythes are coming! ;)

Reply #8
30/07/2016, 14:31

TheBUNKSTER

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But the change of the takeover time could be in our favor!
5 min is not much for the enemy to counter a prepared attacks of us and it should be even less than 5 min for bases like Howling Pass, and Waterson's which have 4 Points.

I thought the same. It works in favour for bigger non-zerg platoons. And thats ... us!

Reply #9
30/07/2016, 17:57

stonedmedic

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What 5 minute takeover ure talking about? Where can i read about it?

Reply #10
30/07/2016, 18:07

FelixTheLion

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More Changes and New Stuff

·         Reduced capture time of large outposts to 15 minutes from 21 minutes when holding 2/3 of the capture points; capture time when holding all points scales down as well to around 5 mintues.

·         Territory capture victory points now begin being granted at 15% of regions held; this means that all faction will now start the map with 5-6 Victory Points.

·         Victory Points needed to capture a continent has been increase to 20 from 15

.........

Reply #11
30/07/2016, 18:22

stonedmedic

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Ok thx. I thought they put some timer on custom bases and that got me interested because i suggested that solution on reddit

 

Bunkster is currently playing Got it!