PC Game Update - 10/19 - Nanite of the Living Dead 4

Discussion in 'PlanetSide 2 Gameplay Discussion' started by LaughingDead, Oct 18, 2017.

  1. LaughingDead

    Meta

    • We’ve included a fix that should stop players from not receiving rewards when they zone into a different continent to participate in an alert.
    • Reduced thresholds required to activate faction balance queues on a continent.
    • Meltdown skybox lifetime has been increased.
    • Continent locks now have a chance to yield a reward of 100 certs.


    Infantry Adjustments

    ESF Synergy (Engineer)
    Renamed "Aircraft Synergy"
    While an Engineer is in the vehicle, it will gain a heal-over-time equivalent to rank 1 Nanite Auto-Repair.
    • This effect does not stack with other Engineers sitting in the vehicle.
    • This effect does stack with the Nanite Auto-Repair certification line.
    Added two additional ranks have been added to Aircraft Synergy 250 and 500 certs, and may be found in the Engineer's passive certification line.
    • Rank 2 now affects Liberators.
    • Rank 3 now affects Galaxies.
    Dev note: The intention behind this change is to help reduce the impact of chip damage from ground vehicles at long range. The Valkyrie doesn't receive this benefit as, while crewed, it can repair itself much more quickly than other vehicles, and do so while airborne.

    Nanoweave Armor and Kinetic Armor (Infantry/MAX)
    Rank 4 and Rank 5 now also reduce damage by resist type 22 (Walker) anti-aircraft machineguns by 20%.

    Ordnance Armor (MAX)
    Description was listing the wrong resistances at the wrong ranks.
    Updated description as follows...
    • Rank 1: Reduces damage taken from frag grenades and common explosions by 50%.
    • Rank 2: Reduces damage taken from frag grenades and common explosions by 50%, and infantry rockets by 20%.
    • Rank 3: Reduces damage taken from frag grenades, common explosions, Tank Mines, and C4 by 50%; and infantry rockets by 20%.
    • Rank 4: Reduces damage taken from frag grenades, common explosions, Tank Mines, and C4 by 50%; and infantry rockets and tank shells by 20%.
    • Rank 5: Reduces damage taken from frag grenades, common explosions, Tank Mines, and C4 by 50%; and infantry rockets, tank shells, air to ground warheads, and light anti-vehicle by 20%.

    Spiker (VS Sidearm)
    The Spiker's alternate fire now deals light damage to heavily armored targets, and has been granted an additional charge level. Alternate fire stats are listed below.

    Charge 0 - Requires 0 seconds charging.
    • Consumes 1 ammo.
    • 50 damage at all ranges, resist type 4 (Anti-Materiel)
    Charge 1 - Requires 2 seconds charging.
    • Consumes 2 ammo.
    • 200 damage at all ranges, resist type 4 (Anti-Materiel)
    • 50 blast damage, resist type 6 (Common Explosive)
    Charge 2 - Requires 4 seconds charging.
    • Consumes 4 ammo.
    • 400 damage at all ranges, resist type 4 (Anti-Materiel)
    • 150 blast damage, resist type 6 (Common Explosive)

    NS-45 Pilot (Sidearm)
    ADS CoF bloom from 0.13 to 0.1
    Hipfire CoF bloom from 0.26 to 0.2
    Vertical recoil from 1.2 to 1

    NSX Yumi (Assault Rifle)
    Horizontal tolerance from 0.4 to 0.2
    Vertical recoil from 0.28-0.30 to 0.22

    Vehicle Adjustments

    Sunderer Health
    Health pool from 4000 to 5000
    Dev Note: A health pool bump helps increase Sunderer survivability, without making it easier to out-repair incoming damage as resistance changes would.

    Side Armor (MBT/Lightning)
    MBT and Lightning left and right armor from 0 to -15
    Dev note: Players reported tank versus tank combat becoming less focused on positioning with the removal of the side-armor damage bonus, so we've returned it. This change generally results in one less shot to kill from MBT cannons, and hard-hitting secondaries, like the Halberd.

    Air to Ground Warheads
    Dev Note: Some A2G warhead resistance (type 23) values were skewed from where they were intended to be. The following changes will increase the durability of the listed vehicles against Hornets, Zephyr, and Dalton weapons.
    • Galaxy resist 23 (A2G warhead) from -25 to 25
    • Liberator resist 23 (A2G warhead) from -150 to 25
    • Valkyrie resist 23 (A2G warhead) from -140 to -50

    Anti-Materiel Rifle
    Dev Note: Anti-materiel rifle (type 40) received some adjustments to lighten the impact on certain types hard targets.
    • MBT resist 40 (archer) from 20 to 40
    • Lightning resist 40 (archer) from 20 to 40
    • Sunderer resist 40 (archer) from 25 to 40
    Walker Anti-Aircraft Turret

    The Walker and all its variants were somewhat overlooked, as we had originally intended to eliminate the resistance type altogether. Instead of doing that, we're going to hold onto the resistance type for increased design flexibility, and take another pass at where the weapon lines up. MBT/Harasser/ANT versions of this weapon have had their falloff damage reduced, while Liberator, Galaxy, and Sunderer versions remain the same.

    MBT/Harasser/ANT Walker variants
    Min damage from 85 to 115

    Walker resistances
    • Flash resist 22 (walker) from 25 to 50
    • ANT resist 22 (walker) from 90 to 85
    • Sunderer resist 22 (walker) from 90 to 85
    • Lightning resist 22 (walker) from 90 to 85
    • MBT resist 22 (walker) from 90 to 85
    • ESF resist 22 (walker) from 35 to 50
    • Valkyrie resist 22 (walker) from 70 to 75
    • Galaxy resist 22 (walker) from 75 to 80

    Flak adjustments
    Post patch, dedicated flak weapons were still weaker than we wanted them to be, so we've taken another pass at the damage values, and some of the cone of fire values of these weapons.

    Skyguard (Lightning)
    • Blast damage from 25 to 35
    • Cone of Fire from 1.25 to 1.5
    • Recoil from 2.5 to 1.25
    Dev note: The Skyguard becomes the most consistent anti-air platform, while receiving a range reduction in the form of cone of fire an adjustment to help mitigate chip damage at long range.

    G40-F Ranger (MBT/Harasser/ANT)
    Blast damage from 25 to 40

    G40-F Ranger (Sunderer)
    Blast damage from 20 to 30

    Burster (MAX)
    • VS/TR MAXes Cone of Fires from 1.25 (for stationary) and 1.75 (for moving) to 2
    • NC MAX Cone of Fire from 2.5 to 2
    • Maximum Cone of Fire from 3 to 2 for VS/TR MAXes, and from 2.5 to 2 for NC MAXes
    • Cone of Fire Bloom has been removed for VS and TR (NC already had this benefit.)
    Dev note: VS and TR MAXes had bugged cone of fire values that didn't reflect their intended range post CAI. We've standardized the cone of fire to 2 in normal movement states, to make the weapons more usable and consistent regardless of sustained fire and movement state.

    Striker (TR Heavy Assault)
    Indirect damage from 70 to 100

    Aspis Anti-Aircraft (Construction) Turret
    • Renamed Hoplon Anti-Aircraft Turret
    • Maximum damage range from 100m to 50m
    • Minimum damage range from 500m to 400m
    Rocket Pods

    These weapons were tuned too generously on the damage scale, creating a mismatch between their risk and reward. We've reduced the direct hit damage to nudge them back into place.

    Pelters (Valkyrie)
    Direct damage from 167 to 125

    Pelters (Galaxy)
    Direct damage from 150 to 100

    Breaker Rockets (Reaver)
    Direct damage from 167 to 125

    Dual Photon Pods (Scythe)
    Direct damage from 143 to 100

    Hellfire Rockets (Mosquito)
    Direct damage from 125 to 90
    Misc. Vehicle Weapon Adjustments

    CAS 14-E (Valkyrie)
    Inner blast damage from 125 to 100
    Dev note: This weapon was a little too powerful alongside the other buffs (direct and indirect) to the Valkyrie as a platform, so reduced the splash damage on the weapon a small amount to give targets a better window to respond to the incoming damage.

    Canister (Vanguard and Harasser)
    Refire rate from 500ms to 333ms
    Dev note: Returning its old rate of fire should help this weapon be a bit more competitive versus other vehicles.

    Dalton (Liberator)
    Default ammo capacity from 30 to 50
    Dev Note: With the increased number of shots to kill against certain targets, the default ammo capacity was buffed to reduce trips to the ammo pad.

    Misc. Changes, Additions, Bug Fixes

    • Speculative fix for the infinite lockon tone bug.
    • NC Vanguard Halberd crosshair reticle now uses the correct color.
    • Hands no longer come off the grip while falling with Hunter QCX.
    • Aligned the NS-45 Pilot's ironsights.
    • Increased vehicle projectile render distances.
    • Heatwave Decimator ammo capacity from 4 to 9.
    • Heatwave Decimator ammo refill delay from 5sec. to 2.5sec.
    • Carapace no longer flashes your shield bar on death.
    • Speculative fix for Carapace not working with Regeneration implant's full healing speed.
    • MKV-P Suppressed kills now count toward directives that require kills with an SMG.
    • L100 HESH projectile gravity from 4 to 5. This now matches HEAT's gravity.
    • Many holiday event horns, and long-play cosmetic horn cooldowns set to either 5sec. or 8sec.
    • Alerts that award the Sunderer Spare Tire cosmetic should now function properly.
    • Up x 2
  2. LaughingDead

    I like some of the changes, others off putting, but most are good at least. Never knew the NC burster had better CoF than the VS or TR, guess I didn't notice.
    • Up x 1
  3. Campagne

    Wow, kinda surprised the Pilot got buffed. Was actually expecting it to go in the other direction.

    NC MAXes had a larger CoF with Bursters? An NS weapon? :eek:
    • Up x 2
  4. Mr. Thoughtful

    What about the "cool green" twirl around the body ready to implement a self revive after death, was it pulled back or not released yet?
  5. TerminalT6

    RIP Valkyrie Turkeyshoot, Sep 26. - Oct 19
    Now how am I going to auraxium hornets
  6. adamts01

    • Reduced thresholds required to activate faction balance queues on a continent.
    This is what I'm interested in. So populations will be closer because of this? Am I reading that right?
    I like most of the changes. I'm mostly pleased with Critical Mass, and it looks like they're tuning it nicely.
    Where I disagree is flak. ****, that weapon is awful. Tighten the spread, up the velocity, and halve the burst range. Stop balancing it with rng for **** sake.
    • Up x 1
  7. Humoreske

    Please balancing the Victroy Reward!
    A huge gap has already been created between TR / VS and NC.
    • Up x 3
  8. adamts01

    Yep. At least make the ISO reward almost equal or equal, maybe just leave the cosmetic to the victors. This faction swapping and over-pop is ridiculous.
    • Up x 1
  9. Eternaloptimist

    Striker indirect damage buff yay! My favourite RL.

    And the Spiker - an AV pistol on charge up with AoE damage too? Curious but interesting.

    Potential 100 cert reward for continent lock is a nice touch as well.
    • Up x 1
  10. Pelojian

    gonna have to agree win or lose everyone should get the same ISO, it's not nice to spent time on the alert and only get a measly 50iso.

    the winners should get a cosmetic and each player on the losing sides should have a small chance of getting one (maybe 10% chance) would mostly kill faction swapping.
    • Up x 2
  11. Kristan

    Well that's was a bit excessive. Valk returns to its pathetic damage state?

    Also, it's named after Halloween event... but no event itself?
  12. Demigan

    Ah yes, as if flak wasn't kicked down enough. We got damage back, and were screwed over by lowering the skill requirement to use it with a larger COF, I wonder what the recoil is still about, either you are close enough to get hits despite the COF or you are far enough that the recoil doesn't make you miss more anyway.
    Also, these changes will do the opposite: A higher COF will increase the chance at long-range to chip aircraft due to the immense range and the lack of options to properly lead the slow slow projectiles on aircraft that can avoid your leadingpoint by making minute changes once every X seconds.
    • Up x 4
  13. JobiWan

    It's called the Phylactery and it's there in the notes.
  14. Liewec123

    some great changes,
    while i don't think striker needed a buff i'm happy since its my go-to launcher on my TR :D

    soooo happy cannister has its fire rate back, the new version SUCKED.

    curious to see how VS take their spiker buff, it was already more-or-less a clone of desperado,
    and now they can deal splash damage and tickle vehicles with it!
    i might have to give it a try and put my trusty beamer on the shelf :p

    not happy with the CoF nerf to skyguard however.
    the randomness of flak weapons was already their biggest downside.
  15. TheProScout

    So where is the update ? the past 6 hours been constantly restarting my launcher, hoping to see the update... but it still not there,

    do we have any aproximate about when its going to be implemented ???
    • Up x 1
  16. DIGGSAN0

    Looking forward to test the Spikerchange
  17. Purp

    I'm not sure why anti air is getting nerfed so hard. I used to actually get kills in my skyguard, but that hasn't happened in a while. Missiles are a joke against aircraft now, hardly a deterrent at all. A pilot basically has to sit right on top of you AND STAY THERE for you to get an ground to air kill.

    On the positive, the air game is becoming stronger- seeing a lot more libs and ESFs now. I even see Valks doing the A2G roll as well. I still don't know why anyone would pull a valk over a galaxy- especially with the new engineer buff, Galaxies just got MEAN.

    I still think skyguards should have been left alone- ground needs at least one good air deterrent- and spending nanites on a vehicle that is strictly dedicated to that role should be able to accomplish that role.

    And I was also hoping for some NC lovin in this patch, maybe it will come later on... NC is dying.
  18. HAXTIME

  19. CMDante

    Well the week of the CAS-14 being relevant was fun, back to the shelf with it I guess.

    Another day in Nerfside 2
    • Up x 1
  20. Eternaloptimist

    I'm in the UK and the servers have just shut down for maintenance so I guess this is it