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Author Topic: [PTS] Mar. 16, 2023 - PTS Update (MAX, A2G, and New Abilities)  (Read 1319 times)

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17/03/2023, 00:07

PSNews

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

--

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/

--

Server Performance

In this update, we've made significant performance optimizations to NPCs that can be "interacted with" by the player. These interactable NPCs include terminals, vehicles, generators, conduits, and certain mission objectives – basically any NPC that requires you to press a button to ask it to do something.

Previously these NPCs would query interaction requirements on any character in range, even ones that aren't intending to use them. This change is especially important when it comes to CTF conduits, which were also checking for line of sight (another costly check) at sometimes long distances. We still have areas to investigate further when it comes to the creation of characters on a zone, but these NPC changes address one of the major areas of focus we outlined in an earlier update.

We strongly encourage that if you have a chance to check out the PTS update, please do so. If you see any strangeness with interactable NPCs, we'd like to know that as well.

Faction-Specific Class Abilities

In this update, each faction receives one new class ability! In most cases, these are abilities that were available as prototypes during previous Campaigns, with balance adjustments and cleanup where needed.

Hermes Cloaking (VS Infiltrator only)

Provides a speed-enhancing cloak with added fall resistance to help you maneuver around the battlefield.

  • Rank 1: Cloak lasts for 6.5 seconds, increases sprint speed by 20%, and recharges in 13 seconds.
  • Rank 2: Cloak lasts for 7 seconds, increases sprint speed by 20%, and recharges in 12.5 seconds.
  • Rank 3: Cloak lasts for 7.5 seconds, increases sprint speed by 20%, and recharges in 12 seconds.
  • Rank 4: Cloak lasts for 8 seconds, increases sprint speed by 20%, and recharges in 11.5 seconds.
  • Rank 5: Cloak lasts for 8.5 seconds, increases sprint speed by 25%, and recharges in 11 seconds.


Demeter Veil (NC Heavy Assault only)

While active, the Demeter Veil reduces incoming damage to you and nearby allies by 25% for up to 6 seconds.

  • Rank 1: Reduces damage by 25% for up to 6 seconds. Protects allies within 5 meters and regenerates to full over 14 seconds.
  • Rank 2: Reduces damage by 25% for up to 6 seconds. Protects allies within 5 meters and regenerates to full over 13 seconds.
  • Rank 3: Reduces damage by 25% for up to 6 seconds. Protects allies within 5 meters and regenerates to full over 12 seconds.
  • Rank 4: Reduces damage by 25% for up to 6 seconds. Protects allies within 5 meters and regenerates to full over 11 seconds.
  • Rank 5: Reduces damage by 25% for up to 6 seconds. Protects allies within 6 meters and regenerates to full over 10 seconds.


Triage Pulse (TR Combat Medic only)

A pulse of healing nanites washes over nearby allies, causing them to regenerate health over time, and immediately restoring health for critically injured allies.

  • Rank 1: Allies within 6 meters heal 60 health per second for 5 seconds. Allies below 100 health are healed for 100 health immediately. 25 second cooldown.
  • Rank 2: Allies within 6 meters heal 60 health per second for 5 seconds. Allies below 100 health are healed for 125 health immediately. 25 second cooldown.
  • Rank 3: Allies within 6 meters heal 60 health per second for 5 seconds. Allies below 150 health are healed for 125 health immediately. 25 second cooldown.
  • Rank 4: Allies within 6 meters heal 60 health per second for 5 seconds. Allies below 150 health are healed for 150 health immediately. 25 second cooldown.
  • Rank 5: Allies within 6 meters heal 60 health per second for 5 seconds. Allies below 200 health are healed for 150 health immediately. 25 second cooldown.


Repair Drone (NSO Engineer only)

NSO Engineers have the option to replace their turret with a loyal drone that will repair nearby mechanical targets. Enemies can destroy this drone.

  • Rank 1: Repairs 40 health per second to mechanical targets within 10 meters. 45 second cooldown on deployment.
  • Rank 2: Repairs 43 health per second to mechanical targets within 10 meters. 45 second cooldown on deployment.
  • Rank 3: Repairs 46 health per second to mechanical targets within 10 meters. 45 second cooldown on deployment.
  • Rank 4: Repairs 59 health per second to mechanical targets within 10 meters. 45 second cooldown on deployment.
  • Rank 5: Repairs 52 health per second to mechanical targets within 10 meters. 45 second cooldown on deployment.


Dev Note: We also plan to bring back the Light Assault's deployable jump pad campaign item as a Black Market purchaseable, but we'd like to take some time to clean up the visuals before releasing it in a later update.

MAX adjustments

The updates to MAX units below are, as a whole, meant to reduce the lethality and longevity of this equipment on the battlefield.

MAX units can no longer be revived

Dev Note: For emphasis -- while this is commonly suggested adjustment that we are willing to try out, it is also a drastic change that will likely have unintended side-effects in the long-term. It will break habits you may have cultivated over the past ten years (reviving MAXes or relying on them to tank for you,) it will likely impact how a MAX unit is used altogether (players may become more timid while in a MAX, which creates more of the exact behavior that this suggested change is attempting to solve for,) and anti-MAX weaponry may need to be rebalanced to account for the added weakness. Any feedback here is appreciated.

Other MAX Adjustments

  • Ordnance Armor now properly reduces damage from Infantry Lock-ons (type 68) by 20%. This was previously 0% for Infantry Lock-ons and 40% for Infantry Rocket Launchers (resist type 34.)
  • MAX nanite cost from 450 to 350, now in parity with the Defector.
  • Headshot multiplier for most weapons reduced from 2x to 1.5x
  • MAX units can no longer equip the Safeguard or Phylactery implants.
  • Defector's Time Bomb no longer kills the user, and instead inflicts high self-damage and momentary slow upon detonation.
  • Added new "Fallout Hardening" defensive slot that reduces incoming Orbital Strike damage by 11/14/17/22% and Burning damage by 50/60/70/75/80%.
NC-specific MAX Adjustments

NCM1 Scattercannon

  • From 5x pellets at 130@8m - 50@20m
  • To 5x pellets at 100@8m - 50@20m
  • Refire rate from 460ms to 500ms
AF-34 Mattock

  • From 3x pellets at 112@15m - 92@50m
  • To 3x pellets at 112@15m - 84@40m
AF-41 Hacksaw

  • From 5x pellets at 75@8m - 50@15m
  • To 5x pellets at 75@5m - 40@15m
AF-23 Grinder

  • From 10x pellets at 50@8m - 35@20m
  • To 8x pellets at 50@8m - 35@20m


Additional Vehicle and Infantry Adjustments

Nimitz Reactor (NC Vanguard Defensive Slot)

  • Depleted shield no longer has a longer shield recharge time than the normal damage delay, and is instead standardized at 6 seconds upon receiving any damage.
  • Shield health regenerated per second from 100 at all ranks to 100/150/175/200 at ranks 1-4.
  • Activating Forward Vanguard Shield, Fire Suppression, or Smoke Screen will restore 500 shield health immediately.
Dev Note: The changes here are meant to make Nimitz Reactor a more viable defensive slot option.

ESF Infantry Lock-on Resistances

  • ESF Infantry Lock-on resist (type 68) from -130 to -100. (Note: The Scythe was errantly at -150 resist, instead of the intended -130 prior to this update.)
  • Dervish Infantry Lock-on resist (typ 68) from -125 to -60.
Dev Note: This pushes ESF into two lock-ons to burning, instead of two shots to kill; and the Dervish can now receive three hits before burning, instead of two.

M14 Banshee (TR Mosquito Nosegun)

  • Extended Magazine size from 6/9/12/15 to 2/4/6/8 rounds.
  • Maximum blast damage from 150 to 100.


M30 Mustang AH (NC Reaver Nosegun)

  • Reduced Extended Magazine skill line ranks from 4 to 2. This skill line has been refunded due to the reduction in ranks and will need to be repurchased.
  • Maximum blast damage from 100 to 60.


Misc. Changes, Fixes, and Additions

  • Fixed an issue with the Ancient Psykinetic Blade looking "bunched up" under certain conditions.
  • Fixed an issue preventing the Platoon Color picker from appearing when the dropdown is selected.
  • Fixed a pixel-wide separation of tiling textures that would appear at certain mip levels.
  • The first character on a new account can no longer skip the tutorial.
  • Health and shield numerics has been defaulted on for new installations.
  • Disruptor Ammunition's effect is no longer cloned on a weapon it is not equipped on, if you have it equipped on different weapon in the loadout.

Source: Test Server: Announcements


Reply #1
17/03/2023, 08:03

Stummeursel

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Why we are the first to get nerfed?
And why Airhammet?

Finnaly Banshee nerf

Reply #2
17/03/2023, 09:12

MrFFF

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- First scroll over the patch notes
- Sees a bunch of notes about NC max shothguns in the corner of his eye
- Turns it off immedietly and walks away mumbling *im to old for this shit*
"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 #3
17/03/2023, 09:54

Fallengud

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I understand the AH nerf but nerfing the range of the NC max only :o are these guys playing this game? Can you even kill any infantry with an nc max outside of 20 m?

Reply #4
17/03/2023, 13:50

Coliax

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We really need a new AI weapon for our max that is not a shotgun.
Having no revive + being forced to use a shotgun is a death sentence.

Reply #5
17/03/2023, 23:57

PandaFraHelvete

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We really need a new AI weapon for our max that is not a shotgun. Having no revive + being forced to use a shotgun is a death sentence.


I barely used the max, if at all, now if I return I will never use it anymore if they continue with such asinine changes

How's the cat guy.. Can't recall his name.. Felix!.- Karbooo 29-12-2022

Reply #6
18/03/2023, 00:01

xxRey619xx

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They fix/update this Game to the Grave.
The Dev really play this Game, i dont think so.:-X

Reply #7
18/03/2023, 00:24

StrikingSpliff

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Nc get screwed over hard with these changes. Any max ball needs an nso engineer as standard.
Lighting them up since dial up G

Reply #8
18/03/2023, 01:44

Coliax

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Honestly i think we are better of to use HA with Adren Shield and one Heavy with the new shield instead of Maxes.
Should be around 1933 effective Health (or 2k with aux shield)

Reply #9
18/03/2023, 10:08

MrFFF

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All that means is the HA ability will be easy to complain about and its going to be nerfed to the ground, like countless times before with other stuff
"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 #10
18/03/2023, 10:24

Niriuf

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Honestly i think we are better of to use HA with Adren Shield and one Heavy with the new shield instead of Maxes. Should be around 1933 effective Health (or 2k with aux shield)

I'm really curious to see how it will play out in practice. What does it stack with? Is the range workable?
Might be really effective in small pointhold rooms.

Reply #11
18/03/2023, 12:39

StrikingSpliff

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The ha shield has a short range,you would want one at every doorway or stairs. 

Like vs bolters need a buff!
Lighting them up since dial up G

 

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