Apr. 28, 2022 - PTS Update

Discussion in 'Test Server: Announcements' started by RPG_Wrel, Apr 28, 2022.

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  1. RPG_Wrel Lead Designer

    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/

    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.
  2. InexoraVC

    • Up x 1
  3. B-96

    SolTech API fix when
  4. Liewec123

    Yep beteldouche has been massively outperforming all other LMGs for years, but they get one slight 'nerf?' (which came with the huge buff of attachment access) and they whined and whined (even though it was still massively overperforming), so tadaa, now we have beteldouche more OP than it's ever been.

    Revenant too was already outperforming all other BRs (except the bugged DMR)

    But VS whine enough about their overperforming weapons not overperforming by a massive enough margin so their buddy wrel gives them buffs, nice!

    Meanwhile Nimitz Reactor remains a useless heap of trash after nearly a thousand days in the game.

    I'd take the hint and switch to VS if I didn't despise those easymode cheese lords.
    • Up x 1
  5. 36thelement

    Settings menu being moved to a drop-down menu means I now have to click once, find the tiny area that says 'settings' and click again, whereas before I could just press M, go bottom right and click once to open it.
    The area where settings used to be is now blank, so moving settings was pointless.
    Clicking the DBC icon should bring you to the 'buy DBC' section of the depot.
    The rest of the stuff in that drop down menu should be easier to access, especially Codex.


    There is no info on how the spawn system works, what the rules are, this leads to frustration because people can't spawn where they want and aren't told why.

    There is no info on sub-objectives of Empire Strength, or how to find out what they are.

    The writing needs to be more concise so the reader is not put off by a big wall of text, for example;

    'When you're ready to fight for the glory of your faction, press the redeploy key. Once the ten second countdown concludes, you can select a spawn location designated with a green map marker. Explosions that appear on the map screen indicate areas of intense combat.'

    This could be a lot shorter;
    (Sub-title next to 'i' icon: 'Can't find a battle?')
    'Press the redeploy key [default 'U'], after 10 seconds you will be shown the Map from which you can select your next spawn, areas of high activity are indicated by flashes.'
    Map should be linked to a section explaining the map, the filters you can select, and a legend for the various icons.
  6. NSGDXvs

    VS only has a couple of such weapons, TR has more in vehicles but no one's ready to talk about it.

    Vanguard could use some buff tho, especially in acceleration to benefit the Nimitz.
  7. InexoraVC

    Bases are to be taken by an infantry! Not by vehicles!!
  8. Adeon

    Heat mechanic weapons outperform due to heat mechanic (proper heat management), which is utility stat, it is not making them more powerful in one on one fight.
    You should understand that it must be that way. Either weapon with heat mechanic outperforming weapon with reload mechanic, or heat mechanic is useless.
    Also, Butcher and Godsaw is not closest analog to Betelgeuse, MSW-R and Anchor is. And MSW-R have very close if not superior stat to Betelgeuse, and Anchor have advantage of 0.2 ttk from 3headshot kill - one of the fastest ttk in game.
  9. TR5L4Y3R

    vehicles are to support the basecapture ...
    give enough AV/AA options to all infantry and bases can be openend up for propper I-V-A combat ... and not infantry being just shelled by HESH and daltons all day long ...

    also cappoints captureable by vehicles do exist .. sooo
  10. OgreMarkX

    Oh neat. New stuff that can't be experienced on Connery. I can't wait.

    No, really, I can't wait...anymore...for that server to actually work.
  11. kerath

    Man, all you guys had to do was bring back the Cold Heart implant with it's heat mechanic which would have made the VS Directive weapons not so crappy. Instead of Cold Heart now which makes it useless. I mean there is what 2 fire based weapons in the game? Such a useless implant now. At least Cold Heart actually did help with Base turrets and Engie repair tool.
    Also, too bad we on Connery will have a hard time testing changes when they're live due to the insanely terrible server lag.
  12. DemodiX

    Darkstar's Cure launcher reloading still missing the shell and underbarrel animations.
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