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Author Topic: [PTS] January 9, 2020 - PTS Update  (Read 2468 times)

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09/01/2020, 23:52

PSNews

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Continent Rotation and Empire Strength

Territory now matters at all times, as each empire gains strength when key facilities are captured, and when continent events are won.

When a faction reaches 100 Empire Strength or more, a Meltdown alert fires off (provided no other events are currently active,) and the victorious faction will lock the continent.

Empire Strength is earned as follows.

  • Maintaining a link to an enemy Warpgate is worth 50 strength, and linking to both is an immediate 100.
  • Owning the center base is worth 15 strength (or 30 on Esamir).
  • Owning a major facility is worth 15 strength (or 20 on Esamir).
  • Each continent-event win is worth 10 strength. Event wins will stack toward your total strength score.
Prior to this change, continents were standardized at 3 continent events (like Aerial Anomalies, Maximum Pressure, Gaining Ground,) before requiring 41% territory control from a single faction in order to trigger an end-of-continent Meltdown alert. With this update, factions can force continents to turn over more quickly by completing strategic map goals, and continent event wins will progress players toward the final battle over a continent.

Koltyr

  • Koltyr has been disabled for the time being, and will be re-introduced as a standard combat zone at a later date.
Dev Note: Koltyr has been in kind of a weird spot, in addition to being plagued with technical issues. As a VR zone, it often stood as more confusing for new players than helpful as its intended testing ground. In a future update we'll be converting Koltyr to a standard combat continent that opens and closes during off-peak hours. This should help reduce the frustration of finding and sustaining combat in times of low population, and add some gameplay variety for our nocturnal players.

Infantry

T7 Mini-Chaingun (Terran Republic Heavy Weapon)

  • Minimum refire rate from 100ms to 80ms.
  • Maximum refire rate from 75ms to 71ms.
  • Ballistic Rapid Refire Toggle no longer reduces maximum refire rate (as that's now built in by default.)
  • Ballistic Rapid Refire Toggle no longer has a hidden projectile speed benefit.
Revive Grenade(Combat Medic)

  • Reduced detonation time by 1 second to increase responsiveness.
  • The thrower no longer receives a UI notification in an attempt to revive yourself.
  • NSO Defector units are no longer revivable with Revive Grenades.
Proximity Mine(NSO Engineer/Infiltrator utility)

  • Renamed "F.U.S.E."
  • Fixed medal tracking issues.
  • Refunded skill lines associated with these mines.
  • Now works with Mine Carrier suit slot.
Tank Mine (NSO Engineer)

  • Fixed medal tracking issues.
  • Refunded skill line associated with these mines.
  • Now works with Mine Carrier suit slot.
MAX and Defector

Nanite Auto-Repair (Defensive Slot)

  • Repair from 0.5/0.75/1/1.25/1.5% health restored per second to 1/2/2.5/2.75/3% health restored per second.
Dev Note: Rarely in competition Kinetic Armor and Ordnance Armor, Nanite Auto-Repair has received a buff.

Defector (NSO Infantry Unit)

General

  • NSO Defector units are no longer revivable with Revive Grenades. (As mentioned above.)
  • We've decided to let Defectors continue to contest capture points for the time being.
  • Defectors now receive the Maximum Pressure event discount.
  • You can now hear this unit's footsteps in first person.
  • Adjusted Defector's loadout screen camera.
  • Fixed various animation-related issues.
Weapons

Grenade Printer (Primary Weapon)

  • Grenade Printer's cooldown speed increased by 20%.
  • Weapons medals are now properly tracked.
  • Mini-map firing signature from 1 to 60.
Defector Claws(Melee Weapon)

  • Now earns weapon medals.
Abilities

Time Bomb

  • Time Bomb's movement speed penalty from 25% to 10%.
Seraph Shield

  • Now has new audio.
  • Seraph Shield can now be toggled off.
  • Seraph Shield movement speed penalty from 50% to 40%.
  • Seraph Shield duration from 8 seconds at all ranks to 8/10/11/12 seconds at ranks 1 through 4.
Defensive Slot

Ablation Mesh

  • New Defensive Slot Certification
  • When Time Bomb or Seraph Shield are first activated, the damage mitigation received from those abilities is increased by 50% for 2 seconds.
Hypermatic Servos

  • New Defensive Slot Certification
  • Removes the movement speed penalty of Time Bomb, and reduces the movement speed penalty of Seraph Shield to 25%. In addition, you accelerate into a sprint more quickly at all times.
Javelin (NSO Ground Vehicle)

General

  • Vehicle terminal cost from 200 Nanites to 100 Nanites.
  • Javelin now uses its own experience type, instead of the Flash's to award experience.
  • Using a repair tool on the Javelin will now show particle effects in the correct location.
  • Spitfire Turrets will now fire at riders.
  • Vehicle now bounces less while moving along rough terrain, is slightly less prone to nose-up while airborne, and is all around a bit more stable.
Performance Slot

  • Speed Chassis now increases afterburner fuel recharge by 30%.
  • Combat Chassis now allows greater control of side to side movement while afterburner is engaged.
  • Agility Chassis now provides lift from the ground when the afterburner is engaged.
Dev Note: We've made some adjustments to the chassis options to more dramatically alter how each of them makes the Javelin performs.

Misc. Fixes, Changes, and Additions

  • NSO's Tankbuster Nosegun (Liberator) now correctly tracks directives.
  • NSO's Zephyr Bellygun (Liberator) now correctly tracks directives.
  • NSO's Shredder Bellygun (Liberator) now correctly tracks directives.
  • NSO's Dalton Bellygun (Liberator) now correctly tracks directives.
  • NSO's LB00 Python (Lightning Main Cannon) now correctly tracks directives.
  • NS-W Survivor weapon medals can now be earned.
  • SR-200's Tier 3 Long Rifle directive no longer requires an Auraxium Medal, instead of a Gold Medal.
  • Fixed an issue where removing camo in the UI selector would not remove it from your character in-game.
  • Locked continents should no longer show unstable icons from the map dropdown.
  • Nano-Armor Kits and Medical Applicators granted from the Third-Year Anniversary bundle now work correctly on NSO characters.
  • NS-03 Thumper and MGR-A1 Vanquisher's Disruptor Ammunition no longer saps energy from vehicles.
  • Fixed additional edge cases related to falling through the floor.

Source: Test Server: Announcements


Reply #1
10/01/2020, 03:32

Wolverane

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  • 积水之激至于漂石者势也鸷鸟之疾至于毁折者节也
Really interesting Defector stuff. I'm very glad they're expanding on the class.

The iframe looks interesting; I can't really see it being useful outside of surviving being C4'd, but that alone is a cool reason to use that passive.
Also very cool that there's more ways to be fast with the defector. General movespeed buffs plus the new passive slot choice for big movespeed buffs. I can't wait to use this stuff!

Reply #2
10/01/2020, 09:17

DumpDeadHUN

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  • git gud
I climbed with defector on the roof of to alloys then from safe distance I just spammed the grande on th the sundie deployed behind the rocks .... Broken
8)

Reply #3
10/01/2020, 10:18

MrFFF

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It does heavy vehicle damga? Is it substantial?
"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 #4
10/01/2020, 10:43

DerWiedergaenger

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Continent Rotation and Empire Strength

Territory now matters at all times, as each empire gains strength when key facilities are captured, and when continent events are won.

When a faction reaches 100 Empire Strength or more, a Meltdown alert fires off (provided no other events are currently active,) and the victorious faction will lock the continent.

Empire Strength is earned as follows.

  • Maintaining a link to an enemy Warpgate is worth 50 strength, and linking to both is an immediate 100.
  • Owning the center base is worth 15 strength (or 30 on Esamir).
  • Owning a major facility is worth 15 strength (or 20 on Esamir).
  • Each continent-event win is worth 10 strength. Event wins will stack toward your total strength score.


Welcome back victory Points :D

Reply #5
10/01/2020, 10:48

MrFFF

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Seems like a reaction to the recent Eternal Indar complaints that are in fashion right now. Seems they jumping on the ball faster then usually witch is good.
"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 #6
10/01/2020, 21:29

Stummeursel

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As Platoonleader i like it to go for more strategic targeting of big facilatys or even tactic warpgate.
Especelly on Esamir it makes some bases more important (Heaven Outpost, the one with the east lane from rime analytics).

sorry for mistakes got like 1,5 liter of beer already!

Reply #7
11/01/2020, 13:04

Fallengud

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These are not VPs. They are only necessary to start the good ol' meltdown. Actually kinda a good idea

 

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