The Planetside 2 PC servers will be coming down at 3pm (Pacific) / 22:00 (UTC) for a game update. Estimated downtime is 3 hours. Continent Locking Revamp With the Critical Mass update comes a major revision of the way continents are fought over and conquered. When one faction has refined enough cortium and controlled enough territory, that faction triggers an alert which signifies the impending domination of a continent. If the triggering faction wins the alert, they will conquer the continent and call in an armada of Bastion Fleet Carriers to rain destruction upon their enemies. The Goal One of the driving motivators of revitalizing the continent locking system is to encourage more strategy and competitive spirit in PlanetSide 2. Prior to this update, locking a continent was not only confusing for many players, but also happened abruptly, and often times without direct influence from the players fighting on the front lines. The new system intends to create a climactic end-of-continent encounter that challenges players not only as individuals, but as squads, platoons, and outfits. We want players to feel the rush of a hard fought victory, and reward them for partaking in it. Rewards The new alert type brings with it a range of possible unlocks that would normally be found in the depot, as well as some unique items that can only be earned from continent locking. Rewards are earned based on how well a faction performed during the alert, and how long a player has participated in that alert. Successfully locked continents will reward players of the dominating faction a large helping of ISO-4 (the implant currency,) and a random cosmetic or boost. The two opposing factions receive varying amounts of ISO-4 based on which of them held the most territory during the alert. This ISO-4 reward also scales based on the player’s time spent participating in the alert. The more time in the alert, the more ISO-4 received. Lastly, becoming eligible for an item reward also requires players to have spent a certain amount of time in the alert. For most item rewards, a player is required to have participated in at least half of the alert, and certain rare items require even more time participated to become eligible for them. Feedback We will continue to revise this system and the alert it generates based on community feedback, so please share any thoughts and analysis on the forums, through twitter @planetside2, and on the PlanetSide subreddit here: www.reddit.com/r/planetside New Armaments NSX Daimyo The new NSX Daimyo sniper rifle carries the headshot kill potential of a bolt-action sniper rifle, with the flexibility of a semi-automatic sniper rifle. Its three round magazine and semi-auto fire allow it to quickly drop multiple targets before reloading. This sniper rifle requires precise aim to make use of, and can be fitted with optics from 4x to 12x, as well as an infrared 6x optic. Ambusher Jump Jets Ambusher Jump Jets have been added to the Light Assault class. These jump jets propel the player forward quickly, with limited vertical height. Unlike other jump jet types, these are on a cooldown, instead of being more readily available. Aerial Combatant's rank 5 benefit now resets the cooldown on Ambusher Jump Jets upon a kill. Nano-Repair Grenade The Nano-Repair Grenade has been added to the Engineer class. This grenade creates a field which repairs 50 health per second in an area for 12 seconds. The grenade sticks to vehicles, the player can only have one active at any time. Vehicle/Infantry Relationship Vehicles, infantry, and the way they interact with one another has received a massive rework with the intention of creating a more enjoyable experience both on foot and in a vehicle, as well as smooth out some of the learning curve required for vehicle play. Resistances and Armor have been simplified Through some house cleaning, we’ve reduced the amount of resistance types in the game, eliminating roughly half of them. Part of this change includes creating a new baseline for directional armor values, and tuning weapon damage (and resistances) around those new values. Prior to this update, many weapons had resistance types unique to themselves, and armor values varied wildly from vehicle to vehicle. In many cases, this meant the damage displayed in the loadout screen could not be accurately compared to other weapons that would seemingly fall in the same category. What this means for you is a more accurate loadout screen representation of the capabilities of the weapons you use and unlock. MBT and Lightning Armor Main Battle Tanks and Lightnings now receive the same amount of damage from all sides, except from the bottom or behind. This means that remaining mobile is less punishing, as getting shot in the side no longer penalizes you with extra damage. At the same time, successful flanks and sneak attacks on targets from behind will now yield double damage against that target. Liberator Armor Like the Valkyrie, the Liberator now has a 50% armor boost when taking damage from below. This buff works in conjunction with a more clear focus on sustained damage over time, instead of burst. We’ll talk more about this later. Vehicle handling improvements Most of the vehicle handling adjustments have already hit live servers, but additional adjustments have been made to Racer and Rival chassis for Lightning, Vanguard, and Prowler. These changes reduce some of the slipperiness that comes from these chassis types, and reduces penalties related to stopping power and brake use. Rumble Seat Repairs If there are multiple players in rumble seats, only one of them will be able to repair the vehicle at the same time. This change only impacts the Valkyrie, since it’s currently the only vehicle with multiple rumble seats. Valkyrie’s repair rate from the rumble seat has also been doubled to accommodate the change. This change allows us to comfortably increase the strength of the Valkyrie’s weapons; it is still first and foremost a transport vehicle, but its newfound bite should make using the Valkyrie a bit more desirable overall.