Game Update - 7/7

Discussion in 'Game Update Notes' started by Sites, Jul 6, 2016.

  1. Sites Executive Producer, Planetside 2

    The Planetside 2 PC servers will be coming down at 6am (Pacific) / 13:00 (UTC) for an update. The estimated downtime is approximately 2 hours. The following changes have been incorporated:

    Air to Air Balance Pass
    Valkyrie
    Composite Armor
    §Now increases resistance to ESF noseguns by 3/6/9/12%

    Liberator/Galaxy
    Walkers
    §Projectile velocity for airborne variants from 1000m/s to 850m/s



    Liberator
    Hyena
    §Cone of Fire from 1.5 to 1
    §Refire rate from 344ms to 300ms
    §Seek distance from 15m to 20m (same as Coyotes)
    §No longer affected by Stealth
    Shredder
    §Ammo capacity from 500 to 600



    ESF Common
    Mouse Freelook
    §Viewing angles have been increased slightly for all ESF
    Engagement Radar
    §Now default for all ESF at max rank, certs refunded

    Afterburner Fuel Tanks
    oUnlockable Quick-Recharge and High-Capacity Afterburner Fuel Tank variants have been added

    Composite Armor
    oNow increases resistance to ESF noseguns by 4/6/8/10%

    Coyote
    oProjectile acceleration from 10 to 35
    oProjectile max velocity from 150 to 120
    oReload speed from 4sec. to 4.5sec.
    oIncrease from Reload Speed cert line from 1 sec. per rank to 0.5 sec. per rank
    oNo longer affected by stealth

    Tomcat A2AM Pods/Photon Missile Pods
    oNo longer requires the pilot to maintain the lock
    oDirect damage from 850 to 750
    oPlaced on new resistance type
    oAmmo capacity from 6 to 11
    oAmmo provided from Ammo Capacity cert line from 1 ammo per rank to 2 ammo per rank
    oScythe, Mosquito, Reaver = 10% resistance
    oValkyrie = 15% resistance
    oLiberator = -5% resistance
    oGalaxy = 0% resistance
    oShots to kill Scythe, Mosquito, Reaver from 3 (1083.75dmg) to 5 (675dmg)
    oShots to kill Valkyrie from 5 (714dmg) to 6 (552.5dmg)
    oShots to kill Liberator from 9 (573.75dmg) to 7 (787.5dmg)
    oShots to kill Galaxy from 19 (382.5dmg) to 10 (750dmg)

    Reaver
    Vortek Rotary
    §Default magazine size from 25 to 27
    §Ammo capacity from 250 to 324
    §Ammo provided from Ammo Capacity cert line from 25 per rank to 27 per rank
    M20 Kestrel
    §Projectile velocity from 750 to 770
    §Now deals 250 damage at any range
    §Reload speed from 2.4sec. to 2.6sec.

    M30 Mustang AH
    §Is now an automatic weapon
    §Reload speed from 3sec. to 2.6sec.
    §Magazine size from 5 to 10
    §Ammo capacity from 60 to 120
    §Ammo provided from Ammo Capacity cert line from 6 per rank to 10 per rank
    §Direct damage from 175@50m-125@100m to 65 at all ranges
    §Minimum indirect damage radius from 1m to 2m
    §Maximum indirect damage from 200 to 100
    §Minimum indirect damage from 1 to 50



    Scythe
    Saron Laser Cannon
    oProjectile velocity from 800 to 750

    Hailstorm Turbo Laser
    oRenamed “Maelstrom Turbo Laser”
    oProjectile velocity from 700 to 650
    oMaximum damage from 230 to 255
    oMagazine size from 35 to 38
    oAmmo capacity from 350 to 456
    oAmmo provided from Ammo Capacity cert line from 35 per rank to 38 per rank

    Antares LC
    oNow deals 220 damage at any range
    oProjectile velocity from 800 to 770
    oReload speed from 2sec. to 2.35sec.

    Light PPA
    oNow uses the ESF nosegun resistance
    oExtended Magazines now provides 6, 12, 18, 24 extra rounds, down from 13, 25, 38, 50 rounds
    oMaximum indirect damage radius from 1m to 0.75m
    oMinimum indirect damage radius from 4m to 3.33m
    oMinimum indirect damage from 1.5 to 1
    oProjectile velocity from 300 to 350



    Mosquito
    M18 Rotary
    oMaximum damage from 200 to 210
    oMagazine size from 45 to 48
    oAmmo capacity from 450 to 576
    oAmmo provided from Ammo Capacity cert line from 45 per rank to 48 per rank

    M18 Locust
    oProjectile velocity from 750 to 770
    oNow deals 200 damage at any range

    Banshee
    oNow uses the ESF nosegun resistance
    oMagazine size from 32 to 35
    oAmmo capacity from 256 to 280
    oAmmo provided from Ammo Capacity cert line from 32 per rank to 35 per rank
    oMaximum indirect damage radius from 0.3m to 0.5m
    oMinimum indirect damage radius from 1 to 2m
    oMinimum indirect damage from 10 to 20
    oMaximum cone of fire from 1 to 0.75


    New Construction Items
    §Reinforcements Module: Allows deployed Sunderers within range of it to be a potential continent wide reinforcements needed spawnpoint; your faction population in the area must still meet the reinforcement needed requirements.
    §Infantry Tower: A large tower structure that can be constructed and then occupied by infantry units.
    §Spear Anti-Vehicle Phalanx Turret: This turret is shorter than the constructable phalanx towers, allowing it to be placed in areas where it is less exposed.
    §Faction Banner: Cosmetic banner that displays your faction logo
    §Vehicle Ramp: A constructable multipurpose vehicle ramp
    §Blast Wall: Large wall that once fully constructed can withstand a moderate amount of damage.

    (continued below)
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  2. Sites Executive Producer, Planetside 2

    Other New Stuff
    oTriumph Flare guns should now be available for purchase for a limited time
    oTo help address some exploit concerns, there were two roof entrances added to the Sunderer Garage. Both have shields applied by the Structure Shield Mod.
    oFlare Gun and Deep Freeze holiday pistols magazine size from 1 to 2 and their Ammo capacity from 21 to 22.
    oIncreasing visibility of some vehicle tracer rounds in high light situations
    oMain Battle Tank secondary weapons, MR11 Gatekeeper, Aphelion VEX-4, and M96 Mjolnir, have been added to their respective directive line.
    oAI Mana, AV Mana, Spitfire turrets now should be able to be placed closer to other deployables
    oUpdated the names for "Deployed" construction turrets to reduce their length but maintain distinction from normal turrets. Example: "Deployed Spear Phalanx Turret" would now read, "Spear-D Phalanx Turret".
    oRenamed Rusty Bent Glaive to Johari Cove
    oUnderbarrel Smoke Launchers now use a shorter duration smoke effect.
    oNS-61 Emissary Black and gold version tooltips now use weapon's correct name. Additional changes include:
    oMaximum damage from 112 to 125
    oMinimum damage from 77 to 91
    oHeadshot multiplier from 2.0x to 1.8x
    oVertical recoil from 0.18 to 0.2
    oFirst shot recoil multiplier from 1.2 to 1.25
    oThe infiltrator's Decoy Grenade has made a return. It will simulate gunfire sounds, project false radar signatures, and distract automated anti-infantry turrets (which includes the Spitfire and Deployable Xiphos turret.)
    oAdjustments were made to loading screen tooltips.
    oIn order to help clarify and direct fire to the appropriate targets when attacking a player made base, hardened structures like walls and bunkers will now take no damage while under the influence of an active repair mod.
      • This will remove the health bars and hit indicators from these objects when fired upon, and hopefully help call out that other targets should be focused on before trying to bring the walls down.
      • So in order to kill that wall, you need to kill its repair mod, and to kill that repair mod, you'll likely need to kill the turrets and defenders protecting it.
    oOptics attachments have been added to all empire specific pistols.
    oA bunch of new player studio items hit the store, with more releasing over the next few weeks
    oHarasser decals now displays on the sides and back and we've improved camo coverage on rear cab
    oFlash is now able to equip Gate Shield Diffuser
    oAdjusted night time to be slightly brighter
    oPlayers can no longer place VP Chassis while they have an active HIVE in world.
    oAdded Vehicle gunner sensitivity setting
    oAdded [H] indicator when ESF is in hover mode
    oAdded New Faven loading screens
    oDeployment screen misc aesthetic tweaks and updates
    oDeployment selection defaults to Heavy Assault instead of Light Assault
    oRevival timer on deployment screen, showing progress bar and time value now
    oEquipment terminal optimizations: should open and process 100-150% faster
    oCharacter/Vehicle loadout misc aesthetic tweaks and updates, new unlocked items will now be auto-equipped in the editing loadout



    Bug Fixes
    oForward Grip descriptions have been updated to include more specific attachment information.
    oFixed an error where some Forward Grips would incorrectly increase the number of horizontal "kicks" in one direction.
    oUpdated some badly placed preview cameras for TR and NC ANT equipables.
    oVehicle cloak no longer breaks stealth cert line
    oFixed an issue where the ANT would not let you deploy because the 'Spawn Points' were blocked.
    oFlagged Crimson October Armor Decal for use as an Outfit decal.
    oFixed a bug causing ANT favorite loadouts to not display or behave correctly.
    oANT terminal should now properly display the cortium icon for item costs
    oSome construction item types have been grouped up to share a common max placement pool. For the moment, these include:
    oAV turrets
    oRampart walls
    oSome items have moved into different categories on the ANT terminal to try and maintain some better organization
    oFixed an issue where players inside of constructed turrets would not hear the correct impact audio when their turret is hit.
    oFixed NC Spear Anti-Vehicle Phalanx Tower having incorrect red crosshair.
    oFixed NC Aspis Anti-Air Phalanx Tower having incorrect icon in the kill screen.
    oFixed AI mines doing damage through walls
    oFixed an issue where the ANT scout radar would function if the ANT was not occupied.
    oFixed a bug causing the harasser headlight housing to light up instead of the actual lights
    oOutpost minimap icons should appear around the spawn room at NS Material Storage again.
    oSunderer Bulwark Bumper and Sunderer Ambulance Module cosmetic items can now co-exist
    oFix for long standing Tank Mine rendering issues (hopefully)
    oFixed number of collision exploits in and around Biolabs
    oAdded spot VO callout for spotting enemy ANTs
    oFix for the issue where other players could appear dead, but still be running around and shooting.
    oFixed a bug that caused the VS black and gold versions of the Bursters to be held differently than the base version.
    oFixed an issue where underbarrel smoke and shotguns had incorrect audio and tracers.
    oAnt weapons now have the appropriate medals awarded
    oFix for cursor blinking bug when mousing over buttons, esp. in ANT terminal
    oFixed issue that caused directive waypoint to not display if user completes the tutorial
    oFix for the bug where the tracer is not visible and no audio plays when the constructed AI controlled turret is firing
    oFixed an issue that could cause players to lose certs and upgrades when selecting a refund at the BR 15 screen
    oFixed an issue where hitting "E" to place a construction object would cause the placement model to jump slightly
    oAdjusted volume for the Basilisk firing audio
    oNearby medics will no longer be called out if revival timer is expired
    oANT terminal purchase widget shows DBC in consistent location and calls it out with an orange bg color to avoid confusion
    oFix for ANT terminal purchase options showing a hanging “OR” label when only 1 currency purchase was offered

    oInstant action will now correctly redeploy with the loadouts selected in the deployment screen
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