Nov. 04, 2022 - PTS Update (10th Anniversary Record Break)

Discussion in 'Test Server: Announcements' started by RPG_Wrel, Nov 3, 2022.

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  1. RPG_Wrel Lead Designer

    Happy almost-versary!
    This PTS update includes much of the content that we'll be releasing with for the 10th Anniversary Update. We've got some special events and more surprises in store for you as we get closer to the day. Until then, join us for the playtest this Saturday (more information below,) and let us know what you think of the update!
    -Wrel, Lead Designer

    --
    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/
    Test Server will be available for download at 4pm PT, but remain locked until 12pm PT Saturday, Nov. 05.
    --

    Playtest THIS SATURDAY - Nov. 05, 2pm PT (10pm CET)
    We're aiming to make history and (unofficially) break our Guinness World Record for the most players online in an FPS battle. In 2015, we capped out at 1158. This year, we'll go beyond that.

    Stop by this Saturday, playtest aaaaaaaaaaaaaall the content you see below, and we'll dole out a special title to the participants. This update will be a large download, so it'll be good to grab it early so you don't miss out!


    Anniversary Double Experience
    In celebration of our anniversary event, we're running a round of double experience each weekend in November!
    • Double Experience for All - Nov. 4, 5, 6
    • Double Experience for All - Nov. 11, 12, 13
    • Double Experience for All - Nov. 18, 19, 20
    • Double Experience for Members - Nov. 25, 26, 27
    Advanced Specialization Program 03 is now Unlocked
    • For the hardcore battle rank enthusiasts, we've unlocked A.S.P. 03 for you to pursue.
    • A.S.P. is unlocked by achieving Battle Rank 100, and visiting the My Character screen, and provides access to hybrid class unlocks and other advanced loadout customization options.
    • Certing into A.S.P. costs 10,000 Certs, or is free if you're a Member.

    Capture the Conduit
    A new CTF-style facility capture mechanic has been added to the mix for various bases throughout Auraxis. Attackers must first capture a Conduit Repository (or "Repo") before grabbing the "Conduit" from the base's podium. Grabbing a Conduit gives you a brief burst of speed and restores your shields to full, helping you dash toward your controlled Repo to capture the Conduit.

    Capturing a Conduit will count a "strike" toward capturing the base. The faction to make the last strike against a base will claim ownership. If defenders retake all hacked Repos, they will immediately resecure the base. Bases have different numbers of strikes, conduits, and repos, based on their design.

    Work in Progress: Animations for flag runners, and certain HUD/audio polish remains to be completed. For the time being Repos will be 5 second hacks to convert them to your faction, but we'll be implementing them live with 30 second generator-style overloads so that resecuring bases aren't as quick to pull off.

    Below is a list of bases currently converted to Conduit facility captures. Share your feedback on where these captures work well, where they don't, and which bases you'd like to see converted in the future.
    Amerish
    • The Bastion
    • Shrouded Skyway
    • Splitpeak Pass
    • Onatha Southwest Gate
    • Wokuk Watchtower
    • Crux Headquarters
    • West Pass Watchtower
    Indar
    • J908
    • Indar Excavation Site
    Esamir
    • Mattherson's Triumph
    • Elli Tower
    • Andvari South Bank
    • The Traverse
    • Baldur Amp Station
    • Jord Amp Station
    • Spral Oasis
    • Andvari Barracks
    Hossin
    • Fort Drexler
    • Hunter's Blind
    • Hurakan Secure Storage
    • Naum Marsh Compound
    • Ixtab Water Purification
    Oshur
    • Astira Hydroelectric
    Map and Environment
    We've also made the following updates to existing continents and bases.
    Amerish
    Ikanam Biolab
    • Three capture points are now located within the facility, and an additional fourth capture point has been added in the construction area atop the base.
    • Greenery has been added atop the construction area to provide cover... and color.
    • Vehicle terminal area now has more room for vehicle deployments.
    Indar
    Lattice Links
    • Removed lattice link from Indar Waste Treatment to Crater Firing Range.
    • Added lattice link from J908 Impact Site to Ceres Hydroponics.
    • Added lattice link from Dahaka Southern Post to Dahaka Pump Station.
    • Added lattice link from Snake Ravine Lookout to Xenotech Labs.
    Scarred Mesa Skydock
    • Added shields to both Sunderer Garages.
    Hvar Databank
    • Added shields to both Sunderer Garages.
    Sunken Relay Station
    • Moved the capture point indoors.
    Oshur
    • Bastions are now available on Oshur.
    • Has received a new mid-tier stabilized state, like other continents.
    Bastion Fleet Carrier
    The Bastion Fleet Carrier has received a role adjustment that moves it more toward map control, and makes it a strategic target for opposing empires.

    New Commands
    Three new commands have been added to the Bastion's repertoire - Lockdown, Assault, and Anchor.
    • Issuing the Lockdown command over an allied facility area that is being captured will cause the Fleet Carrier to fly over and pause the capture timer.
    • Issuing the Assault command over an enemy facility area will accelerate the capture timer of a facility that's currently being captured, as if it had one additional capture point already controlled in your favor.
    • Issuing the Anchor command will turn the Bastion into a spawn point for the entire faction.
    Each of these commands last until the Fleet Carrier issues a new command or is destroyed.
    Work in Progress: Animated map indicator icons and relevant codex entries will be added in a later update.

    Mauler Cannons
    • Mauler Cannons and the Attack command have been removed.
    Bastion's Ship to Ship Cannons
    • CoF Recovery Rate from 0.67 to 8
    • Ironsights in/out time from 3sec. to 0.5sec.
    Dev Note: The above adjustments make these weapons a bit less of a headache to use.


    Graphics Improvements
    Texture Improvements
    We've polished many of the texture sheets in our game by bringing them more in line with current physically based rendering (PBR) standards, and upping the resolution on our specular textures (they were extremely small,) and increase the shine on certain metallic and glossy surfaces. Adjustments have also been made to pull back the grunge overlays on structures and vehicles where they're overused, and we've made faction colors a bit more vibrant on vehicles as well. These changes intend to push the art style forward while remaining true to the baseline aesthetic.

    Water Reflections
    Oshur's ocean now looks more... ocean-y, with the addition to water-based reflections. Prior to this, it was difficult to determine exactly where the surface of the water began. You can adjust the quality settings of these water reflections in the Graphics menu.

    Screen Space Reflections
    Many of the glossy surfaces in the game will now reflect what you see on your screen when the new "Screen Space Reflections" are activated. We refer to this in the Graphics menu as "Object Reflections", the higher the quality, the more detail they'll reflect.

    Sky Improvements
    Skies across Auraxis have been updated to add more color to the environment, and immerse you in this alien atmosphere. We've also added new "Interior Skies" that allow us to light interior spaces independent of the skies outside, ensuring that we can make the indoor spaces feel like an interior at all times of day.

    New Explosions
    Many of the on-impact explosions have been received visual revamps. We're targeting not only better visuals, but better performance with these changes overall, and this weekend's PTS update will give us some useful benchmarks.

    Anti-Aliasing Options
    You now have the option to choose new anti-aliasing options, allowing you to smooth out those jagged edges. We've added options for FXAA, TAA, and FXAA+TAA.


    Infantry Balance
    Many of the balance adjustments below have been made based on community feedback.
    Shotguns
    Pandora VX25, AF-57 Piston, AS16 NightHawk, SG-A25 (Empire Automatic Shotguns )
    • Maximum damage from 125 to 112.
    • Magazine size from 8 to 6.
    • Ammo capacity from 56 to 54.
    • Fixed a typo on the Piston's Extended Magazine purchase data that incorrectly mentions 4 rounds.
    NC05 Jackhammer (NC Heavy Weapon)
    • Burst fire pellet spread from 2.5 to 3.5
    • Burst fire pellet count from 5 to 4.
    Phobos VX86, GD-66 Claw, TRS-12 Uppercut (Empire Pump Shotguns)
    • Maximum damage from 125 to 100.
    • Minimum damage from 50 to 63.
    Dev Note: This is a heavy swing. These weapons will very likely need to get tuned back into a more usable position once more data comes in.

    Deimos VA29, LA39 Bruiser, TAS-16 Blackjack, HSG-400 (Empire Heavy Pump Shotguns)
    • Maximum damage from 125 to 100.
    • Minimum damage from 50 to 63.
    • Maximum damage range from 8m to 5m.
    Dev Note: Similar to the above, this is a heavy nerf. These weapons will likely need to get tuned upward after this update to make them more competitive with the semi-autos.

    Non-shotgun Weapon Adjustments
    Vanu Sovereignty
    Prominence VE4 (Carbine)
    • Min damage from 112 to 125.
    VX29 Polaris (LMG)
    • Min damage from 112 to 125.
    • Reload speed from 4.925 long / 3.925 short to 4.225 long / 3.225 short.
    New Conglomerate
    EM1 (LMG)
    • Min damage from 112 to 125.
    NC6 Gauss SAW (LMG)
    • Min damage from 167 to 143.
    NC6S Gauss SAW S (LMG)
    • Min damage from 167 to 143.
    NC6A GODSAW (LMG)
    • Min damage from 167 to 143.
    Terran Republic
    T5 AMC (Carbine)
    • Min damage from 112 to 125.
    T16 Rhino (LMG)
    • Min damage from 112 to 125.
    Nanite Systems Operatives
    CB-ARX Newton (Carbine)
    • Reduced projectile size to be in line with most other weapons.
    CB-200 (Carbine)
    • Rate of fire from 550 rounds per minute to 577 rounds per minute.
    AR-100 (Assault Rifle)
    • Magazine size from 28 to 30.
    • Ammunition capacity from 196 to 210.
    AR-101 (Assault Rifle)
    • Magazine size from 28 to 30.
    • Ammunition capacity from 196 to 210.
    XMG-200 (LMG)
    • Min damage from 125 to 143.
    Misc. Infantry Adjustments
    Aegis Shield (NC MAX ability)
    • Health at maximum rank from 3000 to 2250.
    • Energy regeneration rate no longer increases per rank.
    Infantry Rocket Launchers
    Lock-on infantry launchers, and a few others have received a noteworthy revision.
    • Added new "Infantry Lock-on" resist type (68)
    • Abilities that modify damage from "Infantry Launchers" also modify this damage resistance (eg. Flak Armor, Flanker Armor)
    Dev Note: The addition of this resist type lets us get away from using the "flak" functionality for lock-on launchers in order to deliver their AoE damage separately from the direct damage the weapons deal to ground vehicles. Now, a direct hit delivers the damage, and the AoE triggers explosive splash as you'd expect from a rocket launcher. The resist type has been configured to deal the same damage to ground vehicles as infantry launchers currently do, and more damage to aircraft than it was doing on the previous flak resistance.

    Nemesis VSH9, Hawk GD-68, ASP-30 Grounder, LAV-LA (Empire Anti-Air Lockons)
    • Direct damage resist type from 34 (Infantry Rocket Launcher) to 68 (Infantry Lock-on)
    • Blast damage resist type from 12 (Flak) to 6 (Common Explosive)
    • Blast damage from 400@5m-50@8m to 300@0.5m-50@3m
    • This weapon no longer requires a flak detonation to trigger its AoE damage.
    NS Annihilator (Common Pool Lock-on)
    • Direct damage resist type from 34 (Infantry Rocket Launcher) to 68 (Infantry Lock-on)
    • Blast damage resist type from 12 (Flak) to 6 (Common Explosive)
    • Direct damage from 650 to 675.
    • Blast damage from 325@5m-1@8m to 350@1m-50@3m
    • This weapon no longer requires a flak detonation to trigger its AoE damage.
    NS-R3 Swarm (Common Pool Lock-on)
    • Direct damage resist type from 34 (Infantry Rocket Launcher) to 68 (Infantry Lock-on)
    • Blast damage resist type from 12 (Flak) to 6 (Common Explosive)
    • Blast damage from 160@5m-1@8m to 275@0.5m-50@2.5m
    • This weapon no longer requires a flak detonation to trigger its AoE damage.
    T2 Striker (TR Rocket Launcher)
    • Direct damage resist type from 34 (Infantry Rocket Launcher) to 68 (Infantry Lock-on)
    • Direct damage from 150 to 140.
    • Blast damage resist type from 12 (Flak) to 6 (Common Explosive)
    • Blast damage from 100@5m-1@8m to 200@0.5m-50@2m
    • This weapon no longer requires a flak detonation to trigger its AoE damage.
    Lancer VS22 (VS Rocket Launcher)
    • Direct damage resist type from 34 (Infantry Rocket Launcher) to 68 (Infantry Lock-on)
    • Max direct damage at each charge level from 150/350/700 to 200/400/800.
    • Min direct damage at each charge level from 50/175/350 to 100/200/400.
    Vehicle Balance
    Various Main Battle Tank and Lightning cannons have received adjustments based on community feedback.
    Vanu Sovereignty
    Supernova PC (Magrider)
    • Projectile velocity from 200 to 225.
    • Projectile gravity from 5 to 4.
    Supernova FPC (Magrider)
    • Projectile gravity from 5 to 4.
    New Conglomerate
    Titan-150 HEAT (Vanguard)
    • Projectile velocity from 225 to 250.
    • Projectile gravity from 5 to 4.
    Titan-150 AP (Vanguard)
    • Projectile gravity from 5 to 4.
    Titan-150 AP (Vanguard)
    • Projectile gravity from 5 to 4.
    JGX-12 (Vanguard)
    • Projectile drag removed.
    JGX11 (NC Lightning)
    • Projectile drag removed.
    Terran Republic
    P2-120 HEAT (Prowler)
    • Projectile velocity from 200 to 225.
    • Projectile gravity from 5 to 4.
    P2-120 AP (Prowler)
    • Projectile gravity from 5 to 4.
    P4-120 Kingsnake (Prowler)
    • Projectile gravity from 5 to 4.
    • No longer plays firing noises when out of ammo.
    L2-100 Kingsnake (TR Lightning)
    • Projectile gravity from 5 to 4.
    • No longer plays firing noises when out of ammo.
    Nanite Systems Operatives
    CT-135 (Chimera)
    • Projectile gravity from 5 to 4.
    CT-102 Satyr (Chimera)
    • Projectile gravity from 5 to 4.
    CT-150 Cyclops (Chimera)
    • Projectile gravity from 5 to 4.
    Common Pool
    L100 Python HEAT (Lightning)
    • Projectile velocity from 200 to 225.
    • Projectile gravity from 5 to 4.
    L100 Python AP (Lightning)
    • Projectile gravity from 5 to 4.
    Spear Anti-Vehicle Turret (Base Turret)
    • Max damage from 600 to 800.
    • Min damage from 350 to 400.
    • Min damage range from 300 to 400.
    Dev Note: It's technically a vehicle, right? These weapons get some of their teeth back to make them a bit more worthwhile to use.


    Spawn System
    • The "Spawn Priority System" has been re-activated, and now distributes large numbers of spawn requests over multiple server frames to reduce tax on the server. Dev Note: Tests over this weekend will allow us to tune as necessary, and help prove out the usefulness of these changes.
    • Deploying vehicles directly from the map has been disabled. Dev Note: The goals here is to bring us back to a more boots-on-the-ground experience where vehicles could more easily find gunners and passengers, terminals had more value as sub-objectives, and rapid deployment around the map took just a bit more effort.
    • Fixed an exploit allowing players to bypass the squad deploy cooldown.
    Misc. Changes, Fixes, and Additions
    • Removed Halloween decorations from Sanctuary.
    • Fixed icon size issues on various profile banners.
    • NS-44 "Jackpot" Commissioner now displays the correct default zoom depth in the loadout screen.
    • Seeker HLX and variants now display the correct default zoom depth in the loadout screen.
    • Seeker HLX' Aerolite Bolts now properly reduce the firing delay.
    • Surveying the Land mission has been reworked, and now requires you to be near the objective area for a time, instead of interacting with an (often buggy) object.
    • Added missing barrel attachment visuals to the PSA-02 Diamondback.
    • Fixed a string issue with the NSO Anti-Infantry MANA Turret skill line.
    • Perihelion VXC now falls into the correct Depot category.
    • Fixed an issue causing the Orbital Strike UI tint color to reset.
    • Reduced the speed of the water on Amerish... but it still defies gravity sometimes, because physics on Auraxis is weird.
    • Up x 1
  2. JibbaJabba

    Do not want.

    I've done this grind 4 times over and then some. Unless there is some significant reward, what's the point? Give me an extra implant slot or something significant.


    Advanced Specialization Program 03 is now Unlocked
    • For the hardcore battle rank enthusiasts, we've unlocked A.S.P. 03 for you to pursue.
    • A.S.P. is unlocked by achieving Battle Rank 100, and visiting the My Character screen, and provides access to hybrid class unlocks and other advanced loadout customization options.
    • Certing into A.S.P. costs 10,000 Certs, or is free if you're a Member.



    • Up x 1
  3. SicSemperAuraxis

    The 200/167 damage model is a beloved staple of NC weapons and justifies the SAW's extremely high bloom and recoil.

    If the SAW's TTK is really too low, maybe you could experiment with lowering the fire-rate instead (i.e. so that SAW and GODSAW play more like SAW-S)?
    • Up x 1
  4. Terrince

    Greetings,

    This will play-out interestingly.

    ASP 3, 10,000 certs again... Could you make ASP 2 and 3, 4, ect, cost 5,000 certs if you own the previous tier? I know you trying to help players with capped certs, but uh, please no 10k grind again... (Again...)
    ASP gonna add a cost reduction to MAX units or anything new?

    For CTF bases, players will make a speed loadout. Will this (Or modification to the character) stack with the speed boost given to the carrier? I'm thinking mass over pop will make these bases one sided quickly and much more difficult to pull of a comeback than timed bases.
    I like the idea of CTF.
    I think you need more than two CTF bases on Indar for testing. (Probably too late to add them now I guess)

    I am concerned about the toll-ability with the Bastion's Lockdown ability. What happens if friendlies have the point and does this stay in affect till Carrier chooses another ablilty or gets destroyed? In low pop this could be a problem.
    "Issuing the Lockdown command over an allied facility area that is being captured will cause the Fleet Carrier to fly over and pause the capture timer." Does this work if friendlies are trying to capture a base? I know it says "over allied facility" but just want to be sure.

    UI, fix the 3rd person Dot for vehicle guns, most of them are very out of a lineament.

    Please add Comp and Forward Grip to the T9A-Butcher. Worst Recoil of LMGs and of Araxiums. It gets no attachments to help, but NC and NSO get both and they have very manageable recoil. Why is that?
    Add Comp to T9-Carv. Carv has bad recoil, especially for a starter weapon so maybe you should change the TR starter LMG like you did with NC, of course NC's new default LMG GD-22S has both attachments and the previous default, Gauss SAW, also has both. Those NC weapons already had almost no recoil. Not sure why Carv and Butcher weren't given these.

    All the best!
  5. ican'taim

    spear turret buffs? nice
  6. RedRory

    The bastion changes look great.

    A 15.5% decrease in effectiveness for the NC LMG's is far too much though.
    • Up x 2
  7. Doom721

    What a joke, way to ruin NC weaponry with a low range damage model for the 200 damage guns. Are any other 200 damage guns affected? Nope, 200 ARs nope. 200 BAR on NS nope. Ruin the Aegis shield which isn't magical anyways, and nerf the Jackhammer for no apparent reason other than people die to shotguns.

    All because tryhard bushidos complain about shotguns and NC won a competition no one cares about. Ruined Aegis shield regen. Mauler cannons gone, stupid CTF base captures. You've lost an outfit, content creator and community. Get your head out of your *** Wrel and stop listening to secret discords and tyhards for balance.
    • Up x 4
  8. ObsoleteVoid

    "Various Main Battle Tank and Lightning cannons have received adjustments based on community feedback."

    "JGX-12 (Vanguard)
    • Projectile drag removed.
    JGX11 (NC Lightning)
    • Projectile drag removed."
    Well.. okay. Not what I had hoped for.
    Considering the change, can you change the JGX12/JGX11 description to match it's function?


    From: "Repurposed excavation equipment has transformed the JGX12 into a military-grade artillery cannon. The high-yield payload inflicts damage to heavy armor, even without a direct hit."
    To: "Repurposed excavation equipment has transformed the JGX12 into a military-grade cannon. The high-yield payload inflicts damage to heavy armor, even without a direct hit."

    From: "A more mobile version of the Vanguard's JGX12, the JGX11 turns the Lightning into a powerful artillery platform."
    To: "A more mobile version of the Vanguard's JGX12, the JGX11 turns the Lightning into a powerful cannon."


    Kinda had my hopes up for the artillery aspect. But I guess it was not meant to be.
    [#´Д`]
  9. ObsoleteVoid

    On a other note, you can "Join Combat" as a MAX by switching to a MAX whilst in the 10 second countdown.
    That's probably a bug. Right?
  10. RedRory

    Yeah, I've gotta say the NC nerfs seem very strange especially since the main issues for OW were shotguns. Aegis shield was never that great anyway so again not sure where these numbers are being crunched from.

    Yesh that group is a little bit disappointing as it clearly shows that only certain voices matter
    • Up x 1
  11. Freezesice

    For the pump action shotgun nerfs i think that may be the wrong approach here, the reason why pump actions are kinda busted in their current state is due to smart choke. You can consistently one shot players from ranges that wouldnt even be considered as viable one shot distances when not running smart choke. The first thing that should be done in my opinion is to remove the smart choke from the pump actions first, and then go from there.
  12. mlmayo

    Any fixes to the NSO not being able to interact with the jump pads at various bases?
  13. Stopper

    Good points :
    - Removal of Mauler cannons and strategic role added to Bastion instead ;
    - Graphics improvements ;
    - Lattice changes.

    Bad point :
    - Nerf of automatic shotguns ;
    - Removing spawning vehicles directly from the map. Let it at least for Sunderers.

    What I would like to see added :
    - A new lattice link on Indar between Regent Rock Garrison and Ayani Labs : the landscape here is really nice and really tactical, with lots of rocks and trees ; more than between Xenotech Labs and Crossroad Wathtower for exemple, so it could make for far more interesting battles.
    - Infravision bug fixed : sometimes, all is totally white and you can see nothing at all (bad for an implant supposed to work on vision) ; also, we should be able to see our own Stealth Sundy, which is not the case...
    - An additional implant slot for ASP 3, as requested above by somebody else.
    - Something I am waiting for ten years : a HUD indicator telling me how much deployed AP mines and AV mines I still have somewhere (like in PS1) ;
    - The bug when you spawn a Sunderer in Nason's Defiance (Hossin) from the central vehicle terminal : the Sunderer always get blocked inside and you have to maneuver it and change your view to first person to exit the terminal. The bug exists for years !
    • Up x 1
  14. TR5L4Y3R




    ... do you know what playtest means? ... this isn´t LIVE ...
    stop being a child along with your outfit ...

    "... bla bla tryhard bushidos ... bla bla bla ... "
    and your way of giving feedback is better how?

    honestly with such people i can only say good ridance
    • Up x 1
  15. TheSunlikeOne


    Let's be honest here, playtest balance changes almost always go live.
  16. TR5L4Y3R

    since i am not able to proper playtest myself i can only give some thoughts on what sounds good or bad (doesn´t have to be)

    imo shotgunnerfs seem rather unwaranted, they are too niche a weapon with their range considering the average engagement ranges and really only 2 classes can make some real use with them either having mobility or surviveabilty
    the other 2 classes would have to rely on either slug or flachetteammo to get some reliable damage in but then again for the same ranges there are just better and more forgiveable options than shotguns ...

    the jackhammer while being a shotguntype (which also should get slugs and flechette as well as the Maxshotguns) is also a heavy weapon and imho of the heavyweapons has always felt the weakest/most difficult to use that i would prefer the thumper over it ... you changing the number of pellets without adjusting dmg per pellet means this is not only a nerf to its accuracy but also a dmgnerf ... if there must be a dmgnerf then you may have to consider firerate and ammochanges ...

    autoshotgun dmg and ammonerf is way too punishing ... where one may find himself spending even more time reloading than firing the weapon .. you are making a niche easy to use closerangeweapon weapon just the more difficult when there already exist difficult to use shotgun niche weapons with the pumpactiontypes ...


    not liking the change to not be able to spawn a vehicles from the map, it just adds more overall traveltime than combattime when you have to reach a neighbouring enemy base .... now this may make proxy vehicle PMBs more desireble but then again PMBs are still very limited with the current no build zones ... and still lack resilience

    ASP 3 ..... well i still haven´t got to ASP 1 with any of my toons yet and honestly don´t realy plan to as someone mentioned before it just isn´t fun to have to grind 2 or 3 times over, and the general grind of this game isn´t aliviated by the game´s coregameplay .. sooo i´m still asking to change XP gain to be based on dealt damage than kills, and change the pathetic missionsystem ..

    Bastionchanges:
    bastion should have been a mobile commandpost from the get go than being a heavy bombardment gunship no infantry was able to retaliate anyway ..


    Rocketlauncher changes is wait and see, there however is no mention to the LA´s rockletlauncher

    tankcannon changes also wait and see but i am still pessimistic about I-V-A ballance with infantry/Maxes just not being able to survive even slightly without any vehicles of their own in outside/inbetween basecombat ...

    CTC ... well, wait and see ... ...

    still no mention of any rework on Maxsuits or any additions to make them more squad or vehicecolumn supportive,
    no mention of Vehicle and MAX AA weaponchanges to make them less impotent against the targets they are supposed to counter, no mention to esf secondarys being adjusted for air to air-combat ...


    sooooo yea overall i´m not really too enthusiastic about the changes .. some are welcome changes/additions, some are not ... and there is still certain stuff missing ...
  17. Xuare

    Glad to see an LCU like mechanic coming back (Planetside 1 related mechanic). Some things from PS1 to keep in your pocket for balance as needed:

    -Could not be move in large / aerial vehicles (MBT were ok, no aircraft or BFRs, or cheating by putting a ground vehicle in a Gal or Lodestar. I could see banning them from a Colossus for PS2)
    -Ground vehicles had a minor speed penalty (around -20%) while the LCU / Conduit was inside.
    -No one holding the LCU / Conduit could occupy a driver seat--they had to be a passenger or gunner (or be on foot)
    -The LCU / Conduit would blink bright yellow, marking them as a target from a distance. This included the vehicle a player holding the LCU / Conduit was riding in.
  18. homedepot51

  19. MUTALISKUS

    pts does not work
  20. mlmayo

    I also agree shotgun nerfs are not needed. After I made a shotgun main, all the shotguns available in the game are highly situations and niche for close-quarter battle and absolutely terrible at mid range+. Even at point blank, most need 2-3 body shots to kill, and a headshot isn't a guaranteed kill.

    It's strange that shotguns were targeted ahead of similar performing weapons like semi-auto sniper rifles or those VE-LR Obelisk that have high damage and no damage drop.
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