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Author Topic: [PTS] PTS Update - 5/3  (Read 4438 times)

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04/05/2018, 02:46

PSNews

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The PlanetSide 2 Public Test Server will be updated this evening with the following changes.

Alerts and Events

Charging Warpgates

Continents no longer require HIVEs to trigger a Meltdown alert, instead continents will now flow through several states on their way to becoming lockable.

At the moment, this system is not fully implemented, and may not trigger events as intended. Please bear with us as we continue building out this system.

The continent states are as follows.

Continent Unlocks

Regions are Unstable

Regions Stabilize

Warpgates enter "Charging" phase (~5 hours, during which “events” will fire periodically.)

Warpgates are fully charged and Meltdown can be triggered.

Continent Locks

During the charging state, events trigger at the following intervals...

30 minute mark - Event 1

120 minute mark - Event 2

210 minute mark - Event 3

At the moment, only facility capture events will appear in the rotation, and we will be introducing new events in the future. The reward sets for these alerts are temporary, as is the string text that’s displayed on the map dropdown after an event is completed. These events will later provide faction benefits for the duration of the continent play based on who won them.

Meltdown

Meltdown alerts have been converted to a winner-take-all territory alert. Like previously, the alert will be triggered by the first faction to hit 41% territory control, though the faction with the most territory at the end of the alert will lock the continent. Meltdown now lasts 1 hour and 30 minutes, instead of 45 minutes.

Misc.

Warpgates Stabilizing event now lasts 10 minutes, instead of 5.

Construction

HIVEs

HIVEs have been removed from the game, as they no longer serve a purpose.

Glaive IPC and The Flail

You can no longer pull targeting devices from the Glaive IPC and Flail when they have no nearby AI Turret Module.

Glaive IPC and Flail targeting darts now expire with an error message when placed incorrectly.

Equipping a Flail targeting device now shows no-construction zones while held.

Pain Spire, Routing Spire, and Router

Pain Spire has new art.

Routing Spire has new art (the floating terminal socket is a known issue.)

Router has new art, and will also show a minimap icon.

A single player may now place up to two Vehicle Gate Shield objects.

(Router is broken in this update, and will be fixed in the next.)

Vehicle Gate Shield, Sunderer Garage

Vehicle Gate Shield now prevents players from spawning other objects where the shield would normally go.

Vehicle Gate Shield no longer requires a Structure Shield Module to power the shield.

Sunderer Garage has been widened.

Rampart Walls, Bunker

Rampart Wall now has stairs in a half-moon toward the edges of the wall.

Added more depth to the Bunker so that pieces float above terrain less often.

Cortium Silo

When a Silo is lower than 500 Cortium, squadmates will be notified periodically.

Cortium Silos can no longer be locked from public use, however, a Cortium reserve of 10,000 has been added that only squad members (and the owner) have access to.

Misc.

Vehicles spawned from construction bases no longer have a Nanite Cost.

Splash damage no longer goes through Structure Shield shields.

Players should no longer be able to place construction objects in the ground, or in the air, or inside other construction objects.

Vehicles

Prowler (Terran Republic MBT)

Anchor Mode

Certs have been refunded.

As per the last update, Anchor Mode has been integrated into the vehicle and modified.

Barrage

Now uses a full four-rank certification line.

This ability now cools down over 60/50/47/45 seconds.

The certification cost per rank is 100/200/500/1000 (same as the old Anchored Mode.)

MR11 Gatekeeper (Prowler and Harasser)

Minimum velocity from 225 to 300 (Projectiles no longer accelerate to maximum velocity.)

Reload speed from 3000 to 3200

Damage from 85 to 100

Cone of Fire maximum (Harasser only) from 0.4 to 0.35

Dev Note: Bumping up the alpha damage and reload times quickens the weapon's time to kill against MBTs by about 2.5 seconds, while keeping Harasser time to kill the same (or better, if composite armor is equipped.) Removing the projectile acceleration should also make it easier to deliver a full payload over longer distances, and the cone of fire buff for the Harasser version should push its effective range a bit closer to the Prowler's. Overall the weapon will still have less effective range and reliability than a skillful Halberd user, but should have stronger hard benefits for its intended role now.

Player Studio

Steveo's VS Skyfall armor can now be found in the Depot.

[img alt=[IMG]]https://i.imgur.com/bE12jFp.jpg

Bug Fixes and Misc.

  • Restoration Kits no longer stack with healing from the Medic’s Nano-Regen Device.
  • Implants can now be filtered by owned and unowned in the loadout screen.
  • Xenotech Labs and Berjess Overlook now have hex adjacency on the map.
  • Padlocks should no longer appear over bases on the main map screen.
  • C4 no longer uses the incorrect icon in the certification list.
  • The alert timer now moves to center screen and increases in size at the 5 minute mark.
  • NSX Tomoe now shows firing mode as "Auto" instead of "Semi-Auto".
  • TS2 Inquisitor now shows firing mode as "2x Burst/Semi-Auto" instead of "Semi-Auto".
  • “Hall of Mirrors” shield shader issue should now be addressed.
  • Sealed a hole in terrain south of Arroyo Torre Station on Indar.
  • Sealed a hole in the mountains near The Crown.
  • Fixed some level geometry near B point at The Crown.
  • Fixed exploitative geometry at Snowshear Watchtower on Esamir.
  • Removed a fake control point at Eastern Substation.
  • Destroyed some floating trees on Koltyr VR.
  • HIVE efficiency has been removed from the map region display.
  • Fixed a bug with the weapon loadout filter.
  • Galaxy's Nanite Proximity Repair System once again heals properly.

Source: Planetside 2 Test Server: Announcements


Reply #1
04/05/2018, 11:19

Iggyd

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5 hours to charge?! 7 hours for the continent lock?!

Facility mini-alerts won't fill this 5 hour void.

Reply #2
04/05/2018, 13:55

PlantPotSoldier

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agree, five hours till a faction can trigger an alert then followed by another hour and a half? continent rotation will be even slower.
Highly trained professional in making it look like I know what I'm doing.


Reply #3
04/05/2018, 14:11

DerWiedergaenger

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Seems to be a long time but if you think a bit about it will quite be busy in the meantime

0h 0m Continent unlocks
0h 10m Continent stabilizes if crowded enough
0h 40m First "mini Alert" with 30min of "normal" gameplay in between
1h 10m First mini altert ends (i assume they will take 30mins)
2h 10m Second mini alert with one hour of normal gameplay in between
2h 40m Second mini alert ends
3h 40m Third mini alert with one hour of normal gameplay in between
4h 10m Third mini alert ends
5h 10m Meltdown triggers if one faction has 41% with one hour of normal gameplay in between. This alert is basically like the old alerts but as reward you lock the continent instead of getting victory points as in the old days. Even the duration is set to the old 1,5h
6h 40m continent locks

there are a few things on my mind with this system:
First: will there be fourth or even fifths mini alert if no faction is able to reach 41%? This could be to break draw situations
Second: Maybe they should remove the forced third mini alert which would shorten the charging phase by 1,5h to keep a more constant continent rotation. This would result in roughly 5h until one continent locks.
Third: It would be awesome if you could gain advantages for the meltdown alert by winning the mini alerts (uncappable bases, increased/decreased cap timers, nanite discounts or such things)

at first glance i think it is moving to the right direction.


Edit: OHHH i hope they will add multiple kinds of mini alerts. my imagination would have lots of ideas for this.
e.g. Escort a big fat Bomb to the enemy warpgate which will blow up there but watchout that the enemy bombs dont reach yours (like an npc controlled moving base with wheels to be destroyed / repaired),
destroy x enemy tanks with tanks to have huuuuuge armour fights. gather 250000 cortium (or steal it from the other factions) to give player made bases reason to exist, capture base x without using armour (locks all vehicles except sundies and gals, but their weapons are also locked; to get all that hesh and ppa suckers out of their comfort zone) *hyyyyyyyped* ;D
« Last Edit: 04/05/2018, 14:36 by DerWiedergaenger »

Reply #4
04/05/2018, 14:55

ChargeMaximus

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However, this doesn't really put construction anywhere. It was a temporal mechanic (collecting cortium to start the alert) in critical mass, and now it is absolutely nowhere. Unless they have something in mind for these mini-alerts, construction is duly a lost cause.
   I personally really like the idea of construction- reminds me of my love for RTS games I suppose- and I really would like to see a newfound integration into the game.
OHHH i hope they will add multiple kinds of mini alerts. my imagination would have lots of ideas for this.
  Perhaps as DerWieder said, Mini-alerts could involve an aspect we haven't seen before- like a payload. Say if a base in each respective faction was sufficiently large enough, it would be given some sort of mark or beacon; and the surviving base would win the mini-alert. Even better, it enables the winning faction to have access to some perk or bombardment for the meltdown.
   Construction has been quintessential to changing the norms of PS2's gameplay, and I really do not want to see it wiped out due to a handful of indecisive game developers who have hardly experienced the game for themselves...
« Last Edit: 04/05/2018, 15:14 by ChargeMaximus »
Don't worry I'm sure as a cow's manure!

Reply #5
04/05/2018, 17:12

Iggyd

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The mini alerts I've heard mentioned so far are temporary air capture points and facility alerts.

From how it sounds, map play for a platoon lead will be dead until 5 hours in. Facility alerts aren't map play, it's zerg the lane until you're deep in enemy territory with their amp station on a map/lattice system that doesn't really support doing this most of the time.

7 hours of Indar is already too much, why is this becoming the minimum. Imagine Bunkster coming online to lead a platoon and somebody has to tell him he has to wait 4 hours to even start the alert. What do we do then? As far as I see it the objective of the game has been neutralised, mini alerts won't fill this.



Reply #6
05/05/2018, 11:40

Fallengud

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I was never a good cortium collector, but that added another layer to this game, which was needed I think. I hope that they can come up with some similar, vital use of the construction system

Reply #7
05/05/2018, 14:13

ThetaCZ

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Quote
Vehicles spawned from construction bases no longer have a Nanite Cost.

This seems like some use for the bases...


Also gatekeeper harrassers are massive pain now, so they buff them and leave the rest factions out? WTF...

 

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