PTS Patch Notes - 8/1

Discussion in 'Test Server: Announcements' started by d_carey, Aug 2, 2014.

  1. Haru

    But the question is, When is the Live Patch?
  2. CaptnGoober

    They can't just leave things alone! Big patch. Big complaints on the changes. Thank God there is always another option.
  3. CaptnGoober

    I heard Thursday!
  4. ProxyEagle

    Please either undo or fix the optimization patch... I use AMD CPU/GPU (FX-8350 @4.8ghz / HD 7870 overclocked x2) and I seem not to get as much frames now. From 90s-100s and 50s-60s fps during big fights to now 45s-60s fps and 15s-20s during big fights. My experience has been drastically reduced, although I really enjoy playing this game. Please fix!
  5. Hairspray

    I believe the true key to this game is the all the parts, and I feel I play them all
    However I foresee this nerf to splash will have the following effects
    1) Help new players not die to spash Yay positive. I am still going to farm them with my primary infantry gun. Because, they don't have nanoweave and cant aim as good as a long time player. (and they cant OHK me with a rocket primary anymore) So they still will be farmed over and over just with a primary infantry weapon and everyone with some aim knows this. They will send me tells that I aimbot or hack or camp. I will post videos or twitch stroking, how I know the base design, camp points, client side rendering and recoil patterns. I will feel so leet. "sarcasm intended" Farming is farming no matter the skill required.

    2) This nerf will hurt mid level players who come across a good squad holding a room. Because, the best way to beat players with 30%+ accuracy with infantry weapons is AOE SPAM the room. Watch any hold video and once the bulldog/he spam comes the infantry primary pros cry. "I do too when it is happening to me" We now cant farm the point anymore against greater odds because, of one smart guy "not pro he just pulled the right tool for the situation. Fair or unfair he played to win and won. Cheers on you for not being another sheep to the slaughter" In the end nerfing splash damage is just going to trade one farm for another. The new players will die, cry and quit. So my message is instead of nerfing anything else, BUFF the new startup players with certs or working loadouts. That will do more to help the game then this nerf any day.

    Random other thought coaxle machine guns to every tank at the cost of any sight upgrade. Death to the peek boo hvys and LA fairies of the world.
  6. Scr1nRusher



    Stop with the RP term already.


    Forumside fearmongered that term.


    Also Stop focusing on the impact of the direct hit and think more about the splash changes and how they will effect the infantry game.



    First Quote is from page 3 of the 8/1 PTS notes

    Second is from page 7 of the same thread.


















    Also please read threw my thread(all the comments I've made):





    and people...........

    FOCUS ON THE SPLASH DAMAGE NOT THE DIRECT HIT STUFF.

    THE SPLASH NERF WILL CAUSE ISSUES IN THE INFANTRY GAME.
    • Up x 1
  7. Forkyar24

    For tank primary weapons, we want to reduce the blast effectiveness of HEAT and HE. HEAT will be adjusted to no longer be able to 1 shot infantry with splash damage alone. For HE, the blast radius will be reduced in size (matching HEAT) but will still retain the ability to 1 shot infantry. The time to reload will also be reduced on the HE to match HEAT/AP. These changes combined should make the difference between HE and HEAT more clean:
    HEAT does more damage to tanks on a single hit, can’t 1 hit kill infantry with blast.
    HE does less damage to tanks on a single hit but can 1 hit kill infantry with the blast.
    All other stats except muzzle velocity should be identical between them.

    Change Details:

    Lightning HEAT
    Blast damage reduced from 1000 to 750
    Lightning HE
    Time to reload reduced from 3750 to 3000
    Outer blast radius reduced from 8 meters to 5 meters
    Inner blast radius reduced from 1.5 meters to 1 meter
    Lightning Viper
    Blast damage reduced to 450
    Magrider HEAT
    Blast damage reduced from 1000 to 750
    Inner blast radius reduced from 1.5 meters to 1 meter
    Magrider HE
    Time to reload reduced from 4750ms to 3750ms
    Outer blast radius reduced from 8 meters to 5 meters
    Inner blast radius reduced from 2 meters to 1 meter
    Vanguard HEAT
    Blast damage reduced from 1000 to 750
    Inner blast radius reduced from 1.5 meters to 1 meter
    Vanguard HE
    Time to reload reduced from 4750ms to 4000ms
    Outer blast radius reduced from 8 meters to 5 meters
    Inner blast radius reduced from 2 meters to 1 meter
    Prowler AP
    Blast damage reduced from 500 to 375
    Prowler Heat
    Blast damage reduced from 650 to 450
    Prowler HE
    Time to reload reduced from 3500ms to 2500ms
    Outer blast radius reduced from 8 meters to 5 meters
    Inner blast radius reduced from 1.5 meters to 1 meter

    Bulldog: blast damage is being adjusted so that the weapon requires more accurate shots. The air version will see a reduction in velocity, making it identical to the Zepher in that regard.
    Blast damage reduced from 600 to 500
    Inner blast radius reduced from 2 meters to 1 meter
    Outer blast radius reduced from 6 meters to 5 meters
    Air version only: Projectile speed reduced from 250 to 200 mps

    Balance: Canister, PPA, Marauder
    Tank anti-personnel secondary weapons are all receiving some adjustments to bring them closer together. These changes are intended to be a first step; we may have additional changes for these weapons based on how well these changes work.

    C85 Canister
    The area the canister is lacking in the most is range. To increase the effective range we are making two changes. We are increasing the minimum damage and tightening the pellet spread a little. We are also changing it to use a shotgun crosshair.
    Pellet spread decreased from 1 degree to 0.9 degrees (1.33 degrees to 1.1 degrees on Harasser)
    Minimum damage increased from 80 to 100
    Crosshair changed from standard crosshair to a shotgun crosshair.
    The minimum damage change should noticeably reduce the amount of hits required against targets outside the max range (42 meters for Van, 31 meters for Harasser). For example, if you were far enough away and only landing an average of two pellets a shot, the min damage change will change that from a 7 shot kill to a 5 shot kill.

    Proton II PPA
    We want to address how much the weapon can be spammed and how effective it is at suppressing an area, so we will be reducing its magazine size and ammo capacity. In addition, we are reducing the visual size of the projectile. The projectile was as big as the resulting explosion visual, and that felt weird.
    Magazine size reduced from 50 to 20
    Certifications reduced from 5/10/15/20 per rank to 3/6/11/15 per rank
    Stock Ammo capacity reduced from 350 to 200
    Certifications reduced from 50 per rank to 20 per rank
    Projectile visual scaled down 50%
    This has no bearing on its collision detection

    P525 Marauder
    For the marauder we are starting with its ability to hit. We are increasing the projectile speed.
    Projectile speed increased from 150 to 175 (125 to 150 for Harasser)

    G30 Walker, A30 Walker and M20 Drake
    These weapons are intended to be effective against fast moving aircraft but they are simply missing too many shots. So we’re increasing their projectile velocity and normalizing their cone of fires to be similar.
    M20 Drake
    Projectile speed increased from 550 to 750 meters per second
    CoF increased from 0.5 degrees to 0.65 degrees
    A30 / G30 Walker
    Projectile speed increased from 750 to 1000 meters per second
    CoF decreased from 0.75 degrees to 0.65 degrees

    you guys are insane, there is no need for any of that, if people used their brains, used tactics instead of crying to soe they would be fine but no they are lazy, tanks are suppose to be stronger then infantry.
    • Up x 1
  8. Tommyp2006

    That's pretty much no different than right now.
    That tends to happen when its the default pistol. That's like saying every NC seems to be using the Magshot or every VS seems to be using the Beamer.
  9. Lynoocs

  10. MrG4F

    Learn to use the handbrake and the flash suddenly becomes semi-useable. I haven't rolled over all day!
  11. Faark

    Can someone please link or explain to me how this resource revamp should improve gameplay?

    I understand the old system had a bunch of issues (like switching continents to collect more resource ticks shouldn't be necessary, dominated factions because of few players are already screwed but also barely got resources, you get way to much resources in general and could stack up way to many infantry equipment like c4) and yes, nanites get rid of all of those. But only because it also sacrifices all of what made the old system good, especially forcing new players to switch roles, since they just couldn't fly or tank or MAX all the time. It also made controlled locations matter, since that was long before continent locking.

    For me it seems like the new system is dumbed down for only one reason: To make stuff very expensive, unless you spend $$$.

    Implants are easy to ignore (never used one so far), but i'm afraid this might actually ruin planetside2 for me. Downloading pts right now, expecting the worst...
  12. neyo5611

    Agreed I find that SOE is biased against TR because they don't give us any nice things these faction pistols are another way to say how they are biased our pistol is crap while VS and NC get OP stuff

    These links are just a little bit of what I find wrong with planetside 2 they are the same thread but in different forums I think I left them being biased out of these though (also I hope this fix the one bug I've been complaining about)
    Game play bugs: https://forums.station.sony.com/ps2...tfit-recruitment-bug-and-other-things.194961/
    Ideas and suggestions: https://forums.station.sony.com/ps2...ons-on-how-to-fix-this-messed-up-game.194960/

    Ohh heres my "SOE is biased" thread : https://forums.station.sony.com/ps2/index.php?threads/rage-fix-stuff.192578/

    Thx

    -Neyo5611
    -[SWRL] Shadow's Stalkers Outfit Leader
    -TR Miller
  13. Zica96

    Resource Consolidation
    The three resource types have been consolidated down to one; Nanites.
    Infantry resources, Mechanized resources, and Aerospace resources have all been combed into a single new resource called Nanites
    Nanite income has replaced all other resource incomes and occurs at a steady 60 resources per minute.
    Resource boosts such as those from Membership now apply to Nanites.
    Nanite income is tied to the warpgates, so it does not change with territory ownership or vary by continent.
    New players will start with 600 nanites.
    Consumable stack sizes have been reduced to the max possible carrying capacity. Players who have more than the new stack size will still have all the consumables they purchased previously, but will be unable to purchase more until they drop below the new stack limit.
    All vehicles and MAX now cost Nanites to be created. Vehicle and MAX costs have been rebalanced to account for the consolidation.
    Infantry consumables are now purchased with Nanites. Costs of consumables have been rebalanced.
    Acquisition timers have been removed from vehicles and MAX. The ability to pull additional vehicles and MAX is now purely based on available resources to the player.
    Acquisition timer cert lines have been deprecated,and all certs spent on them refunded.
    Auto resupply is now defaulted to on for all items.
    You can now see your current value of Nanites on the lower sections of the Mini Map.

    Spawning Improvements
    Quick Deploy: The death recap screen now has a quick deploy option.
    When you spawn at a location it will become your quick spawn location, respawning at that location will be 5 seconds quicker than a normal respawn.
    When your quick spawn location becomes invalidated (destroyed/capped/too far away) a new one will be chosen based on your death location.
    Quick spawn can be bypassed using Escape or Mouse Click. Those will open the Deploy Screen as normal to pick a new class or deploy location.
    Respawning at Facilities or Sunderers that are within 300m of your death location should no longer require a loading screen.
    The canopies on top of most spawn rooms has been removed. This will allow you to shoot up out of the spawn rooms a little easier, hopefully shooing away those pesky Liberator campers.
    The painfields around most spawn rooms have been increased in size. This should force campers to back up a bit.
    New defensive certification for Sunderer: Deployment Shield
    Generates a shield for the Sunderer when deployed that will absorb up to a certain amount of damage, but will regenerate over time. Damage done to the Sunderer or the shield will delay the shields regeneration for several seconds.

    Balance: Tanks, Rocket Launchers, Bulldog
    Similar to the adjustments made with the Liberator belly guns in a previous patch, we are making adjustments to tank primary weapons, rocket launchers and the bulldog to make them less effective against infantry.

    For most Heavy Assault rocket launchers, the inner blast damage and radius is being reduced. This will make them incapable of a 1 hit kill against full health infantry with splash damage alone. In addition, this will cause max rank flak armor to prevent a 1 hit kill with direct hits:
    Blast damage reduced from 1000 to 750
    Blast radius reduced from 0.5 meters to 0.35 meters
    Affected launchers
    S1
    Nemesis
    Hades
    Hawk
    Shrike
    Crow
    Grounder
    Skep Launcher
    ML-7
    Annihilator
    Decimator
    Blast damage reduced from 1000 to 650
    Blast radius reduced from 0.5 meters to 0.35 meters

    For tank primary weapons, we want to reduce the blast effectiveness of HEAT and HE. HEAT will be adjusted to no longer be able to 1 shot infantry with splash damage alone. For HE, the blast radius will be reduced in size (matching HEAT) but will still retain the ability to 1 shot infantry. The time to reload will also be reduced on the HE to match HEAT/AP. These changes combined should make the difference between HE and HEAT more clean:
    HEAT does more damage to tanks on a single hit, can’t 1 hit kill infantry with blast.
    HE does less damage to tanks on a single hit but can 1 hit kill infantry with the blast.
    All other stats except muzzle velocity should be identical between them.

    Change Details:

    Lightning HEAT
    Blast damage reduced from 1000 to 750
    Lightning HE
    Time to reload reduced from 3750 to 3000
    Outer blast radius reduced from 8 meters to 5 meters
    Inner blast radius reduced from 1.5 meters to 1 meter
    Lightning Viper
    Blast damage reduced to 450
    Magrider HEAT
    Blast damage reduced from 1000 to 750
    Inner blast radius reduced from 1.5 meters to 1 meter
    Magrider HE
    Time to reload reduced from 4750ms to 3750ms
    Outer blast radius reduced from 8 meters to 5 meters
    Inner blast radius reduced from 2 meters to 1 meter
    Vanguard HEAT
    Blast damage reduced from 1000 to 750
    Inner blast radius reduced from 1.5 meters to 1 meter
    Vanguard HE
    Time to reload reduced from 4750ms to 4000ms
    Outer blast radius reduced from 8 meters to 5 meters
    Inner blast radius reduced from 2 meters to 1 meter
    Prowler AP
    Blast damage reduced from 500 to 375
    Prowler Heat
    Blast damage reduced from 650 to 450
    Prowler HE
    Time to reload reduced from 3500ms to 2500ms
    Outer blast radius reduced from 8 meters to 5 meters
    Inner blast radius reduced from 1.5 meters to 1 meter

    Bulldog: blast damage is being adjusted so that the weapon requires more accurate shots. The air version will see a reduction in velocity, making it identical to the Zepher in that regard.
    Blast damage reduced from 600 to 500
    Inner blast radius reduced from 2 meters to 1 meter
    Outer blast radius reduced from 6 meters to 5 meters
    Air version only: Projectile speed reduced from 250 to 200 mps

    Balance: Canister, PPA, Marauder
    Tank anti-personnel secondary weapons are all receiving some adjustments to bring them closer together. These changes are intended to be a first step; we may have additional changes for these weapons based on how well these changes work.

    C85 Canister
    The area the canister is lacking in the most is range. To increase the effective range we are making two changes. We are increasing the minimum damage and tightening the pellet spread a little. We are also changing it to use a shotgun crosshair.
    Pellet spread decreased from 1 degree to 0.9 degrees (1.33 degrees to 1.1 degrees on Harasser)
    Minimum damage increased from 80 to 100
    Crosshair changed from standard crosshair to a shotgun crosshair.
    The minimum damage change should noticeably reduce the amount of hits required against targets outside the max range (42 meters for Van, 31 meters for Harasser). For example, if you were far enough away and only landing an average of two pellets a shot, the min damage change will change that from a 7 shot kill to a 5 shot kill.

    Proton II PPA
    We want to address how much the weapon can be spammed and how effective it is at suppressing an area, so we will be reducing its magazine size and ammo capacity. In addition, we are reducing the visual size of the projectile. The projectile was as big as the resulting explosion visual, and that felt weird.
    Magazine size reduced from 50 to 20
    Certifications reduced from 5/10/15/20 per rank to 3/6/11/15 per rank
    Stock Ammo capacity reduced from 350 to 200
    Certifications reduced from 50 per rank to 20 per rank
    Projectile visual scaled down 50%
    This has no bearing on its collision detection

    P525 Marauder
    For the marauder we are starting with its ability to hit. We are increasing the projectile speed.
    Projectile speed increased from 150 to 175 (125 to 150 for Harasser)

    G30 Walker, A30 Walker and M20 Drake
    These weapons are intended to be effective against fast moving aircraft but they are simply missing too many shots. So we’re increasing their projectile velocity and normalizing their cone of fires to be similar.
    M20 Drake
    Projectile speed increased from 550 to 750 meters per second
    CoF increased from 0.5 degrees to 0.65 degrees
    A30 / G30 Walker
    Projectile speed increased from 750 to 1000 meters per second
    CoF decreased from 0.75 degrees to 0.65 degrees

    Repair Tool: Functionality Improvement
    Repair tool targeting has been adjusted to be based off the vehicles bounding box instead of the origin. This should make the range of the repair tool more consistent regardless of where you are in relation to the vehicle and fix locations where you seem like you should be able to repair the vehicle but can’t.

    Cruise Control
    The vehicle version of auto-run, cruise control, should now continue to function when controller focus is no longer on the vehicle; For example when opening the map or alt tabbing.

    [CONTINUED][/quote]

    1. Resources: The resource boost thing is clearly going to be P2W because paying players will have an advantage over the non-paying players (I DONT HAVE MONEY, SO I DONT INVEST!)
    2. The quick deploy thing will kill the games logistics even more, nuff said
    3. The "balances" of tanks and rockets are just plain stupid and your'e all just listening to the Forumside and Twitterside whiners again, because isn't the ROCKET LAUNCHER suposed to do at lease do a little bit of splash damage??? I mean it's a freakin rocket for crying out loud!!!! Lighting is just God awfull, and it was fun before SOE, you know what FUN is? The Prowler HEAT is freaking ****!!! Now it really has no blast damage, and do i have to repeat myself it's a ROCKET SOE, A FREAKING EXPLOSIVE, that's suposed to deal blast damage!!!! The same stands for the Bulldog.
    4.Why all the nerfs? Why almost the same weapons for all factions? Why can't you bring a little more ingenuity and diversity to the weapons and such? You made an awesome game but for me, at least lately, it's just a neverending nerf fest and every weapon just looks and feels the same.
    • Up x 3
  14. Jezs

    As I said in the old thread about these changes, how does this actually work when taking into account the fact that rocket launchers only do 500 indirect damage on live at the moment (despite what the stats say), and rank 4 flak armor does allow you to survive a direct hit?
    • Up x 1
  15. lords8n

    Thank goodness for these rocket changes.
    Maybe the rocketprimaries will go away. No more instant rocket to the face when entering or defending a room.

    Use a gun!
  16. Scr1nRusher


    You just don't get it.


    The are no such things as rocket primaries. That whole term was created from forumside and over hyped.


    Also rocket splash nerf will create a imbalance in the infantry gameplay.
    • Up x 2
  17. Shanther

    You keep saying it will create an imbalance however you have yet to provide any sort of actual examples, reasoning, and or general thoughts as to what those impacts will actually be. Please do so in a well thought out and readable manner.
  18. DatVanuMan

    1st of all: EVERYONE will begin using AP.
    2nd of all: This shows how the Prowler is obviously the weakest tank.
  19. Dhahlih

    Coming soon to theaters near you:

    Butt-hurt - The Musical

    Starring "Rocket Primary" and "Tank Farmer"

    "150/10 - it's alright" - IGN
  20. lords8n

    I do get it.
    Most of SOE's changes are based on numbers. Obviously the numbers are showing a significant amount of rocket splash to infantry damage/kills.

    I notice a large number of people that assault with the rocket launcher leading, then switch to primary after they've spammed a kill with the RL. It's popular. All the cool kids are were doing it!