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Author Topic: [PTS] Apr. 28, 2022 - PTS Update  (Read 738 times)

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28/04/2022, 23:48

PSNews

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The following update is now available on the Public Test Server.

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Download the Test Server client from this thread after reading the Test Server Policies: https://forums.daybreakgames.com/ps...st-test-server-policies-download-link.114038/

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Codex System

Many more entries have been added to the Codex, alongside corrections and bug fixes.

Main Navigation Menu

Much of the feedback we've received since the last PTS update has contributed to improvements made to this latest version of the Navigation Menu.

Plenty of polish, functionality, and composition improvements have been made throughout.

VS Directive Weapon Adjustments

Updates to usability here bridge the gap between what felt off about the first pass, and how we'd like these weapons to perform overall. Heat weapons don't use traditional short/long reloads, and only use their overheat value for a reload (this is an unresolved issue with all heat weapons with a manual reload,) and we've brought the directive weapon overheat values in line with those weapons' short reloads.

Betelgeuse 54-A (VS LMG)

  • Reload/Overheat penalty from 3.44 to 3sec.
  • Shots before overheat from 40 to 45.


Darkstar (VS Assault Rifle)

  • Reload/Overheat penalty from 2.2sec. to 1.75sec.
  • Shots until overheat from 24 to 27.


Eclipse VE3A (VS Carbine)

  • Reload/Overheat penalty from 2.28sec. to 1.65sec.
  • Shots until overheat from 24 to 27.


The Immortal (VS Sidearm)

  • Reload/Overheat penalty from 1.75sec. to 1.45sec.
  • Shots before overheat from 14 to 16.


Revenant (VS Scout Rifle)

  • Reload/Overheat penalty from 2.6sec. to 2sec.
  • Shots before overheat from 16 to 18.
  • Fixed an issue with the audio playing the "low ammo warning" when firing.


Parsec VX3-A (VS Sniper Rifle)

  • Reload/Overheat penalty from 5.575sec. to 3.86sec.


Chaos (VS Shotgun)

  • Reload/Overheat penalty from 3.22sec. to 2.1sec.
  • Shots before overheat from 6 to 7


Skorpios (VS SMG)

  • Reload/Overheat penalty remains at 1.74sec.
  • Shots before overheat from 20 to 25.
Dev Note: To replace some of the built-in function of the previous Vented Power Core, it's been given minor mag size benefit despite the heat standardization, and kept the added recoil penalty from Vented Power Core in exchange.

Infantry Updates

Explosive Ammunition

Changes have been made to the Explosive Ammunition attachment, which affects the following TR weapons: HBR-1 Dragoon, DMR-99, and HSR-1

  • Previously, Explosive Ammunition dropped the Dragoon's 334 direct damage to 250, and added 75 splash over 2 meters (it was stated incorrectly as 1.5 meters in the tooltip.) For non-Dragoon weapons, the effect was the same, effectively overpowering those weapons.
  • Now, Explosive Ammunition converts 125 direct damage into 100 explosive damage over 2 meters for all affected weapons.
  • The innate friendly-fire damage reduction on this ammo moves from 75% reduction to 50% reduction, which stacks multiplicatively with the baseline 50% damage reduction applied to all non-squad friendly fire.
  • Explosive Ammunition now has new impact effect visuals.


Misc. Changes, Fixes, and Additions

  • Added a setting option that can disable melee weapons from being auto-wielded when the melee key is held down.
  • Same-faction targets no longer appear in the firing lanes in VR Training, but still appear out in the field.
  • Defectors can no longer hit themselves when firing through the Seraph Shield.
  • Tactical Grenades/Mines now show "Assists to Next" instead of "Kills to Next" and are capable of earning assist ribbons.
  • The Oshur "Underwater Travel" directive no longer shows numbers that exceeds the display, and instead counts to 5000 hectometers (100 meters per 1 point.)
  • ANTs with the Deliverer Module equipped now earn spawn experience.
  • The A2-20 HCG for the NSO ANT can now unlock the Ammunition Capacity cert line.
  • Chimera CT2-20 HCG barrels now animate when firing.
  • Fixed audio and FX issues related to the HCG.
  • Holding down the afterburner key while your energy is regenerating will once again apply boost when you gain enough energy.
  • You can once again see afterburner FX from Interceptors deployed by the Bastion Fleet Carrier.
  • Fortify implant now provides the 20% small arms resistance as described, and no longer protects from sniper rifles.
  • Underwater Weapons category has been renamed to Amphibious Rifles and Amphibious Sidearms, where applicable.
  • The Brawler's Extended Magazine no longer conflicts with optics.
  • Viridian Genetics Lab's Ammunition Tower now provides ammunition.
  • Concussion Mines no longer causes a second placed mine to remove the first.
  • Exodus Flotilla Cannons no longer fire upon allied NSO Flash and Javelins.
  • Fixed various underbarrel related issues.
  • Adrenaline Shield's upgrade descriptions no longer differ from the ability's actual description.

Source: Test Server: Announcements


Reply #1
29/04/2022, 00:44

TheComposerNC

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Quote
  • Same-faction targets no longer appear in the firing lanes in VR Training, but still appear out in the field.
I dont know wether I should cheer or cry

 

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