Cobalt(EU) Status: online
Re4pers Platoon open

Re4pers In-Game

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

Author Topic: Development Update – Forum Discussion - March 29, 2024  (Read 1845 times)

0 Members and 1 Guest are viewing this topic.

29/03/2024, 22:49


  • Psnews
  • Forum Posts 847
    Likes Received 28
    Outfit Rank by Planetside2 Score -
March 2024

Greetings Auraxians,

For this March's development letter, we have some news, updates, and a special treat; the reveal of a new facility type!

Public Test Server

The Warzone rotation, Oshur Alert, and Friends List updates will be hitting the Public Test Server shortly after the next patch.

The Friends List has been rewritten from scratch to solve a myriad of various bugs and issues. We are confident that this rewrite should solve the existing issues, however since it is a new system there could be other issues we have missed.

The Warzone rotation system has been changed to be non-static. That is, the rotation order can shift slightly so that the oldest Warzone is not necessarily the next to be unlocked, although it usually will be. This also allowed us to set Oshur to an infrequent rotation schedule. There is a new meltdown alert on Oshur that should trigger almost immediately, setting a cap on how long the continent will remain open.

More details, if needed, will be in the PTS Patch Notes nearing release.

Sunderer Update

The Sunderer is in active development and still going through quite a bit of internal testing. Once we are confident that we have brought them to a state where you can provide us with valuable feedback, we will be releasing a new cert tree to the test server.

This *may* happen in batches so that as much testing as possible can be done before live release.

New Facility Type

Finally, on to the special treat. We are currently working on an **Assault Facility**.  This is an entirely new type of Facility that is dramatically different from the existing ones, and we wanted to try some new things to see how they affected the way players select equipment and approach combat.

Our goals are to give the Facility a much clearer and directed sense of flow. We also wanted to have more stable and recognizable phases for battles with distinct beginning, middle, and end phases each of which will require slightly different strategy and tactics. Finally, we wanted to have a base design that more elegantly integrates vehicles so that they will have a clear, crucial role without being oppressive to infantry.

Assault Rules

The basic rules for the mode are simple and follow the general pattern of an Assault Game Mode that many games have with some PlanetSide 2 wrinkles.

An Assault Facility comes under attack when an opposing faction captures the first, and only unlocked, Capture Point from the current owner (i.e. Defender). This does a few things:

  • The ability to capture the remaining points becomes locked to the initial faction
  • A hard spawn for that faction is unlocked within the Hex
  • The facility's Energy Pool becomes active
Now that the Facility is active it consists of a series of capture points that must be captured order, unlocking as the Attackers progress. Once captured, these points cannot be recaptured by the defenders. The Attackers win when the final point is captured.

The facility is successfully defended if the Attackers' energy pool reaches 0 before the final point is captured. The energy pool is depleted in 2 ways:

  • Each capture point owned by the defenders depletes the Energy Pool at a regular interval
  • Each instance of spawning or deploying within the Facility Hex consumes energy. This includes:
  • Respawning at the Hard Spawn
  • Spawning at the Sunderer
  • Spawning via Squad Beacon
  • Spawning via Steel Rain
  • Deploying in any of the above manners
Being revived by the medic tool or via Nanite Revive Grenade does not consume energy. This would make Nanite Revive Grenades even more oppressively powerful than they already are, thus they will be heavily adjusted before the release of Assault Mode. This is something that needed to happen anyway, and this is a good time to implement it.

Energy is added to the Attackers' energy pool when they capture a point, or via secondary objectives if they are included.

When the battle ends (Either captured or defended) the facility will enter a cooldown period where the first point is locked, and a new battle cannot be initiated.

Initial Release

To get the most out of this new Facility Type we are creating a single, new, customized base to host it. This facility will take over a construction outpost in as central, but non-critical, a location as possible. We are using this strategy to mitigate risk and have time to work on the game mode and facility layout before propagating it further.

The facility will be implemented as the simplest possible functional version of this type; with only 3 Capture Points and no secondary objectives. It is important that we extensively iterate on this simple version first since good design dictates that we make a compelling experience and accomplish all our goals with as few restrictions or complications as possible. Elegance is what we are aiming for.

Success or failure of this initial Facility will determine where, how large, and how many of these will be created in the future.

Risks & Potential Issues

Finally, we come to the risks, weaknesses, and potential issues of this new Facility type.

The first and most obvious weakness is that this game mode does not elegantly handle a three-faction interaction. It is very much an attacker vs defender scenario with the third faction being relegated to a tertiary role where they can tip the scales of a battle's outcome but not own the facility directly. However, we feel that with careful placement this weakness can be minimized while allowing its strengths to shine.

The other major concern is that the Energy Pool will dramatically affect behavior and decision-making. This can break into either good or bad direction; it is impossible to fully predict the outcome of such a chaotic circumstance. The likelihood of creating a situation that is very static or has an overly one-sided meta is very high. At the same time, having death be a more meaningful mechanic, and not just a loss of time, is likely to unlock some new and interesting strategies. It may even actively discourage deliberately over-popping the facility leading to more even and sustained battles.

The Energy Pool values, the amounts and ways energy is consumed, spawn locations, vehicle pads, and so on will have to be monitored closely and adjusted carefully. In the end we are confident we can make this new facility something that we all look forward to.

We’re looking forward to hearing your feedback when these updates come to the test server. See you all planetside!

- PlanetSide 2 Team

Source: Official News and Announcements

Reply #1
30/03/2024, 11:58


  • Squad Leader
  • Forum Posts 41
    Likes Received 49
    Outfit Rank by Planetside2 Score #59
This would make Nanite Revive Grenades even more oppressively powerful than they already are, thus they will be heavily adjusted before the release of Assault Mode.

Oh boy…

Reply #2
31/03/2024, 15:11


  • Squad Leader
  • Forum Posts 735
    Likes Received 461
    Outfit Rank by Planetside2 Score #66
Wow, like really... wow. This sounds awesome. Can't wait to see it in action.

But yeah, res-nade change sounds scary, but they correct, something needs to change with them and even more so if they feel confident in their new facility.

It would be so satisfying seeing a zerg just crash and burn in these facilities. It might even, finally, give a good reason to be, well, good beyond just bragging rights.

P.s.: I love it that we are getting some good coms from the defs now.

Reply #3
02/04/2024, 22:44


  • The Re4pers Council
  • Forum Posts 1.402
    Likes Received 1526
    Outfit Rank by Planetside2 Score #3
  • Flower-Power ? Firepower !
My two cents: a conclusion to the Assault Rules.
tldr: There is no shortcut, read it or leave it.

On paper this sounds interesting and the effort they plan to put into this sounds promising as well.
But right now the way how this bases perform and all of this comes down to 3 main questions.

-How will the Energy Pool be balanced between being slow but precise and getting slaughtered with fast pressure to the points.

-Will the base design be symmetrically in some way and how open will it be to the influence of vehicle gameplay (for the attacker airdrops / for the defender HESH)

-What time is needed to flip a point.

With the Energie Pool and the fact that points can't be flipped back, not just revives are more usefull but also regular drops from outside. From what we got now the way to go would be to flip the point closest to the enemy spawn first because you don't want to push there in the end. Now leave to another base to prepare a drop on one of the points. (with proper intel you can go for the least defended)
Once you got the second point you can go and prepare another drop on the lat point without effecting the Energy Pool. Even spawning in your squad galaxy or via logistic implant seem fine. Because these ways are slower it's relevant to see how the Energy Pool depletes over time compared to one spawn.

Depending on the time to flip a point it's also possible to simply prepare the remaining points already (without flipping those) until the first point is flipped. Currently a standart point needs 10s and a hard point with spawn like in some Amp's needs 30s (like base timer this is effected by the pop). 30 seconds is hardly enough to react and push as a defender. Only those points for flags take a little longer.

I assume this will need several adjustments over the time  and further restriction to be atleast less vulnerable to cheezy moves.

My fear at this point is not necessarily that this base design becomes a "zerg killer" (this would be great) but if it just widens the gap between the different tiers of organisation to an unhealthy extent. The current state of the mostly dead "proper platoon gameplay"  created a huge number of independent groups with incapabel leadership and no place to get randoms in the fight.  
Right now I see a semi coordianted Zerg Russ zerg with many force multiplier more capable of just rolling over the base compared to a group with fully unsupervised player reverse feeding the enemy by getting killed for nothing. I also belive the relation between semi gameplay and fully coordinated will be even further apart leaving every small group in the dust.

Well, we will see what we get.
« Last Edit: 02/04/2024, 22:47 by FelixTheLion »

Reply #4
03/04/2024, 09:55


  • The Re4pers Council
  • Forum Posts 915
    Likes Received 433
    Outfit Rank by Planetside2 Score #5
You forgot, Randoms will spawn  there too and will depleting the energy. No way to stop them so far

Reply #5
03/04/2024, 19:43


  • The Re4pers Council
  • Forum Posts 1.402
    Likes Received 1526
    Outfit Rank by Planetside2 Score #3
  • Flower-Power ? Firepower !
You forgot, Randoms will spawn there too and will depleting the energy. No way to stop them so far

This is basically what I include under unsupervised player. I'm looking forward to see how such random factors influence the outcome.

Reply #6
16/04/2024, 17:21


  • Squad Leader
  • Forum Posts 735
    Likes Received 461
    Outfit Rank by Planetside2 Score #66
there is a new roadmap on steam..we have a new def team


Bunkster is currently playing Got it!