0
Miller(EU) Status: online
Re4pers Platoon open

1 Alert(s) active

Re4pers In-Game

Character Name BR
Most Re4pers ever online: 120 (15 Mar 2020)
Short URL:

Author Topic: PC Game Update - 6/12 - Construction Reconstructed  (Read 8467 times)

0 Members and 1 Guest are viewing this topic.

11/06/2018, 23:46

PSNews

  • Psnews
  • Forum Posts 847
    Likes Received 28
    Outfit Rank by Planetside2 Score -
All PC servers will be taken offline for an update at 6 AM PT on Tuesday, June 12, 2018.

Downtime is expected to last up to 2 hours.

“Warp Gate power draws 30% higher than normal, stability compromised, early theories of power degradation proving relevant. Need to investigate power conversion requirements. Back up matrix in case of failure.” - Journal entry from unknown member of Terran Republic Science, Recovery, and Exploration division.

Meta

Continent Events

Your faction needs you. New continent “events” have been added to diversify gameplay, reward your victories, and shape your future.

When Warpgates stabilize, they will now enter a charging phase for a few hours. While Warpgates are charging, special events will fire off periodically. Events are similar to alerts, but will not lock the continent upon completion. The rewards will vary, so will the gameplay.

Maybe your faction needs you to investigate anomalies appearing over the continent, or maybe your faction needs to ramp up power production by controlling more Amp Stations, or maybe your continent is receiving a special visit from a blackmarket trader.

For the launch of these continent events, we’ll be bringing back the old Facility control alerts and adding an all new event - the Aerial Anomaly. When a continent’s Warpgates are charging, facility events send you to control the most facilities of a certain type before the 30 minute timer runs out. During an Aerial Anomaly event, your faction asks that you gather readings while in proximity of the anomalies appearing high above the continent. During this event, all air vehicles are free!

Events are pulled randomly from a pool, and we’ll be adding even more event types in the next update.

[img alt=[IMG]]https://i.imgur.com/nNu0Ut4.png

Meltdown

HIVEs are gone, and are no longer needed to trigger a Meltdown alert. Once Warpgates are charged (and only when they are charged,) the first faction to reach 41% territory control will trigger a Meltdown alert.

Unlike the previous version of Meltdown, the triggering faction no longer needs to win the alert in order to lock the continent. In this version, whichever faction has the most territory control at the end of the now 1 hour and 30 minute alert will claim victory over the continent, and rain fire from the sky.

KoltyrVR

ESF and Valkyrie have been re-enabled for use in KoltyrVR.

Koltyr will no longer inherit the skybox of the area the player zoned in from.

Amerish Lattice Changes

The Auger now has a lattice link connecting to Ikanam Garrison.

Ikanam Garrison and Ikanam Triage are no longer connected by a lattice link.

Ikanam Triage and Ikanam Motorpool are no longer connected by a lattice link.

Ikanam Garrison and Ikanam Motorpool are no longer connected by a lattice link.

Radar detection now works on all levels of Ikanam.

Dev Note: These changes ensure players go through Ikanam to progress any further down the lattice.

Construction

The construction system has received a major update which aims to create more interaction for builders and less frustration when attacking. We’ve moved away from bases that can be maintained by a singular player, and more toward a group building mentality, requiring maintenance and support.



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


Cortium Costs

Most construction objects have received large reductions in the cortium cost to place them, these reductions in the ballpark of 50% to 70% on all objects. Since our focus is more about maintaining bases, we wanted to reduce the initial barrier to getting one up and running, especially while playing with a group.

Cert pricing

  • We’ve reduced the unlock price on a few of the more crucial schematics.
  • Repair Module from 1000 certs to 500 certs.
  • Elysium Spawn tube from 1500 certs to 500 certs.
  • Spear Tower from 1000 certs to 500 certs.


Exclusion Radius

We’ve streamlined the exclusion radius on construction objects so that modules now are only excluded by other modules of the same type, and the module radius has been reeled in to 25 meters for all modules. This way, there’s less confusion about which modules can go where, and players can now create “stashes” full of different module types at different areas of a base, instead of having to scatter them across the base.

Repair Module

No longer makes construction pieces invulnerable to damage, and now repairs structures at reasonably fast rate. The intent of the previous version of Repair Module was to prevent swarms of vehicles from taking down structures too quickly, the side effect of this was that a “well designed” base could take advantage of the invulnerability to create no way of sieging it at all, and it would simply exist until the Cortium ran dry. We’ve added new ways for bases to protect themselves from an incoming onslaught, and these methods all require players to take an active role in the base’s defense.

Building Decay

All structures now require a powered Cortium Silo nearby to ensure they do not decay, and structures themselves will decay much more quickly while unpowered. The new decay system ensures that rogue construction objects don’t last too long while unattended, and that careful planning and maintenance is needed to keep a base healthy.

Cortium Silo

  • Placing a Silo now costs 2000 Cortium, and this Cortium is transferred directly into the Silo.
  • Silos now slowly burn cortium over time.
  • The owner and squadmates now receive a warning when the silo’s cortium levels are below 1000.
  • You can no longer lock players from using your silo outright. Instead, a “cortium reserve” of 20000 has been added, which will prevent players from accessing your silo only when that threshold is reached and your ownership settings are enabled.
  • Silos no longer power enemy equipment.

Hardline Interference Volume Emitter

  • HIVEs have been removed from the game, as mentioned earlier.
  • HIVE efficiency map overlay has been removed.


Friendly Fire

“Soft” construction objects no longer receive damage from friendly fire.

“Hard” construction objects receive 30% damage from friendlies.

Siege Weapons

The Howler Mining Laser and the Yellowjacket Mining Laser now deal intense damage to enemy construction objects, in addition to their normal mining functionality. We hope this new feature gives player bases a risky and rewarding counter to heavily fortified construction bases.

Structure Shield Module

  • You can now interact with a powered module to now engage the Overcharge Shields functionality.
  • Overcharge Shields turns your large structures like walls, bunkers, and towers invulnerable to damage for a short time, giving you a chance to repair those structures while under fire.
  • Structure Shields now prevent splash damage from going through them.


Vehicle Gate Shield

  • The Structure Shield Module is no longer required to power the Vehicle Gate’s shield.
  • Vehicle Gate Shields now require Cortium to power them, similar to a module.
  • A single player may place up to two Vehicle Gate Shields, instead of only one.
  • Players can no longer fire small arms through vehicle gate shields.
  • Added more placement points to prevent abuse.


Skywall Shield Emitter

  • No longer lights infantry on fire.
  • Infantry passing through the shield are now EMPed.
  • Vehicles passing through the shield receive significantly more damage.


The Flail - Artillery Battery (New)

We’ve introduced a new support fire platform able to be constructed at player bases. The Flail fires a barrage of four anti-vehicle shells at a location designated by the player. A Flail requires an AI Module nearby, and for the owning player to pull the targeting device from object itself.

Spire structure types (New)

The Routing Spire and Pain Spire have been added to the construction system, and may be found under the Tactical category grouping. Spires are similar to modules, vulnerable to small arms fire, and share their exclusion radius with other spires.

[img alt=[IMG]]https://i.imgur.com/F7oHEbj.png

Pain Spire

This Spire deals damage over time to nearby infantry and MAX units within 15 meters while powered. Try placing a pain spire near an object you want to keep infantry out of or away from, like an infantry tower or pillbox.

Routing Spire

When powered, the owner can access the spire to equip a Router deployable device. The Router acts as a deployable spawn point that can be placed indoors, within lattice bases, and allows public respawn access to players within 100 meters of it. If the Routing Spire loses power or is destroyed, the Router will be destroyed as well.

Orbital Strike

  • Can now be called down on lattice bases.
  • Players indoors may be knocked back (and potentially receive damage from the collision,) but receive no direct damage from the strike itself.
  • Orbital Strike now charges to maximum range in 15 minutes, down from an hour.
  • Orbital Strike can no longer be fired when the Silo is drained.
  • Orbital Strike now create a large explosion upon death.
  • Fixed an issue where the chassis could become practically indestructible.


Air Pads and Vehicle Pads

  • Air pads now provide ammunition for air vehicles.
  • Constructed air pads and vehicle pads can now be locked from use, and will adhere to the Silo’s cortium reserve rules.


Hoplon Anti-Air Turret

  • Turrets no longer attack or track or acquire targets past 500 meters when affected by AI Module.


Xiphos Anti-Infantry Turret

  • Cone of fire when affected by an AI Module has been increased.

Misc. Construction Changes

  • Nanite costs have been removed from vehicles spawned from Construction bases.
  • Construction objects have been reorganized in the ANT and Cortium Silo terminals.
  • Spitfire Turrets no longer target enemies through construction objects.
  • Vehicle Ramp’s prongs have been removed.
  • Rampart Wall’s staircase has been extended.
  • Fixed various construction related exploits.
  • Updated the message for binding to an Elysium Spawn Tube.


Squad Changes

These changes come as a part of a greater look at squads in the coming update.

Squad Creation

  • Single-player squads will no longer be disbanded when a second squad member joins and then leaves.
  • Squad Leaders now receive an error sound when doing an invalid squad action (like trying to invite players that are already squadded, or trying to create a platoon with too few squad members.)
  • Newly promote squad, platoon, and fireteam leaders now receive a message center screen notifying them.
  • Using the Squad Create button will immediately post your squad with enabled recruitment and a default recruitment message.


Squad Beacons

  • Will only appear in the squad leader’s loadout when there are at least two squad members.


/squad promoteme

  • The “/squad promoteme” command now has a hotkey option found in the Keybindings settings. This is not bound by default, but savvy squad leaders can rebind it at their leisure.
  • /squad promoteme should now work outside of alpha squad.


UI Improvements

Continued from the numerous squad UI improvements above, we’ve made more UI improvements touching other areas of the game.

Implant Screen

The Implant screen has received a new look, complete with upgrade and breakdown animations. Revisiting this screen not only let us improve the overall design, but was necessary to fix issues where the old implant screen would overwrite certain notifications (like those for receiving revives or continent queue pop-ups,) make the chat channel difficult to use, and sometimes stack multiple implants on top of one another. Additionally, we’ve made Implants able to be filtered by owned and unowned on the Loadout screen.

[img alt=[IMG]]https://i.imgur.com/f9zDdP9.png

Motion Blur

A toggle for Motion Blur can once again be found on the Graphics settings page. This feature is performance intensive, and only works when the player’s graphical settings are High or Ultra. It may cause visual artifacts when interacting with different gameplay shaders. Use at your own risk.

Cooldown Timers for Vehicles

Vehicle abilities that require a cooldown will now display it both in first and third person. This replaces the flashing [WAITING] message that you would see while an ability was on cooldown.

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

Misc. UI Changes and Fixes

  • The forward slash key can now be rebound.
  • The character create screen's graphics and audio settings are now in parity with those in-game.
  • Comparing weapons in the loadout screen will no longer show the comparison prompt when selecting attachments.

Continued in next post...

Source: Game Update Notes


Reply #1
12/06/2018, 08:31

FelixTheLion

  • The Re4pers Council
  • Forum Posts 1.408
    Likes Received 1535
    Outfit Rank by Planetside2 Score #3
  • Flower-Power ? Firepower !

Reply #2
12/06/2018, 11:45

ZinorraProSe

  • Veteran
  • Forum Posts 258
    Likes Received 83
    Outfit Rank by Planetside2 Score #189

/squad promoteme

  • The “/squad promoteme” command now has a hotkey option found in the Keybindings settings. This is not bound by default, but savvy squad leaders can rebind it at their leisure.
  • /squad promoteme should now work outside of alpha squad.



finally :D

Reply #3
12/06/2018, 12:33

DumpDeadHUN

  • Elite Member
  • Forum Posts 391
    Likes Received 177
    Outfit Rank by Planetside2 Score #80
  • git gud
The “/squad promoteme” command now has a hotkey option found in the Keybindings settings. This is not bound by default, but savvy squad leaders can rebind it at their leisure.

and

Can now be called down on lattice bases.
Players indoors may be knocked back (and potentially receive damage from the collision,) but receive no direct damage from the strike itself.
Orbital Strike now charges to maximum range in 15 minutes, down from an hour.

yey


But lot of changes so be prepared , bugs everywhere

8)

Reply #4
12/06/2018, 16:05

ArcticWinter

  • Elite Member
  • Forum Posts 366
    Likes Received 478
    Outfit Rank by Planetside2 Score #24
  • The #2 Vanguard driver on NC
Interesting, so one could use the orbital strike to delay those mega zergs during alerts - probably would work the best on those vehicle capture bases which are in the open. Use it to clear the point and push in with an awaiting armor force, could buy some precious minutes during those times :)
"moms are overrated, ps2 is everything" - Panda
Find me on YouTube: The Uncharted ArcticWinter

Reply #5
12/06/2018, 16:32

FelixTheLion

  • The Re4pers Council
  • Forum Posts 1.408
    Likes Received 1535
    Outfit Rank by Planetside2 Score #3
  • Flower-Power ? Firepower !
You can practically clean whole building from enemies and push in or stop the enemy when doing a point hold.
You can just wipe a whole tower and i can't wait to test it on a full BioLab.

https://vimeo.com/262214068
« Last Edit: 12/06/2018, 16:35 by FelixTheLion »

Reply #6
12/06/2018, 17:45

ChargeMaximus

  • Veteran
  • Forum Posts 493
    Likes Received 247
    Outfit Rank by Planetside2 Score #91
  • First Lieutenant of Wagner's Valkyrie Regiment
You can practically clean whole building from enemies and push in or stop the enemy when doing a point hold.
You can just wipe a whole tower and i can't wait to test it on a full BioLab.

https://vimeo.com/262214068
But I'd suppose the bio lab dome would render the players immune to the strike, yes?
Don't worry I'm sure as a cow's manure!

Reply #7
12/06/2018, 17:54

FelixTheLion

  • The Re4pers Council
  • Forum Posts 1.408
    Likes Received 1535
    Outfit Rank by Planetside2 Score #3
  • Flower-Power ? Firepower !
@Charge
I already saw a strike on the BioLab on Amerish which is in the underground and still everyone inside died. Buildings and other obstracles don't have any saving influence against the destrution if they didn't changed anything about the strike physiks. Also everything in the tower was destroyed when i tested it in the video.

It's less effective on the undergound BioLab because the area is bigger and the best choice are areas where the enemy is clusterd closer on one point.

Reply #8
12/06/2018, 18:01

ChargeMaximus

  • Veteran
  • Forum Posts 493
    Likes Received 247
    Outfit Rank by Planetside2 Score #91
  • First Lieutenant of Wagner's Valkyrie Regiment
@Charge
I already saw a strike on the BioLab on Amerish which is in the underground and still everyone inside died. Buildings and other obstracles don't have any saving influence against the destrution if they didn't changed anything about the strike physiks. Also everything in the tower was destroyed when i tested it in the video.

It's less effective on the undergound BioLab because the area is bigger and the best choice are areas where the enemy is clusterd closer on one point.
Oh my... that's pretty crazy XD - especially when coupled to the massive reduction to the orbital's reduction to its charge time. Would love to see how cool that'd be on a bio lab too then!
Don't worry I'm sure as a cow's manure!

Reply #9
12/06/2018, 18:09

Stummeursel

  • The Re4pers Council
  • Forum Posts 923
    Likes Received 441
    Outfit Rank by Planetside2 Score #5
Would be pretty clear that it is not working as intended. So wie Build 3 around Crossroads and stat bombing it all 5 min?

Time to have a squad focussing on Orbitalstrike bases

Reply #10
12/06/2018, 20:23

Fallengud

  • The Re4pers Council
  • Forum Posts 5.425
    Likes Received 2408
    Outfit Rank by Planetside2 Score #13
"Players indoors may be knocked back (and potentially receive damage from the collision,) but receive no direct damage from the strike itself."

This does not mean that there is no direct damage in buildings?

Reply #11
13/06/2018, 09:56

MrFFF

  • *
  • Human Resource Officer
  • Forum Posts 2.507
    Likes Received 1334
    Outfit Rank by Planetside2 Score #38
  • Armpit Eater
Seems so, now i wonder how much colision damage you can get... i expect that this solution will lead to way more deaths then the 'go down to 1 HP solution'.

Not sure if i like it
"Sometimes it's better to light a flamethrower than curse the darkness." ― Terry Pratchett
"To be united by hatred is a fragile alliance at best"― Kreia (Knights of the Old Republic II)
"I generally don't believe in things if there's a lot of evidence to suggest they're false" ― Ross Scott

Reply #12
13/06/2018, 10:54

Stummeursel

  • The Re4pers Council
  • Forum Posts 923
    Likes Received 441
    Outfit Rank by Planetside2 Score #5
Felix hast prove that it kills everyone in a building.

Reply #13
13/06/2018, 11:08

FelixTheLion

  • The Re4pers Council
  • Forum Posts 1.408
    Likes Received 1535
    Outfit Rank by Planetside2 Score #3
  • Flower-Power ? Firepower !
Yes but they changed the physics so far that the damage is less efective inside which was a huge dissapointment. Still would rate it a solid 16/31...want to rate it 9/11 before but i thought this would be brazenly.
« Last Edit: 13/06/2018, 11:10 by FelixTheLion »

Reply #14
13/06/2018, 16:07

PlantPotSoldier

  • Veteran
  • Forum Posts 1.429
    Likes Received 774
    Outfit Rank by Planetside2 Score #126
at least the orbital towers should be killable now, 15 minutes till max range though? think thats a bit too quick, think TRID or other VS outfits will be exploiting that to remove people defending points before they drop on it.
Highly trained professional in making it look like I know what I'm doing.


 

Bunkster is currently playing Got it!