PTS Update - 12/11

Discussion in 'Test Server: Announcements' started by ps_nicto, Dec 11, 2017.

  1. ps_nicto Developer

    The PlanetSide 2 Public Test Server will come down this evening for an update.

    Infantry Adjustments

    VE-S Canis (VS SMG)
    Unstable Ammunition headshot multiplier has been reduced from 2x to 1.2x
    Unstable Ammunition projectile collision size has been scaled back a bit.
    Unstable Ammunition now uses different particle effects.
    Dev Note: Yes, it was overpowered.
    Bonus Dev Note: We'll be reviewing all of the SMGs in their entirety later after these changes go Live, to determine whether further adjustments are needed.

    Vehicle Adjustments

    Stealth (All Vehicles)
    The Stealth defensive certification line now reduces the range of visibility versus Engagement Radar by 75m/150m/225m/300m, opposed to negating Engagement Radar entirely.
    Dev Note: Reducing the range of stealth's effectiveness versus Engagement Radar is intended to help promote target tracking while engaged with a target, while still allowing ambush playstyles to remain effective.

    Liberator and Galaxy
    Reduced the on-fire vertical thrust penalty so that these vehicles have a better shot at landing the vehicle while on fire.

    Banshee (Mosquito)
    Direct damage from 150 to 100.
    Dev Note: With the ability for an extended-magazine Banshee to one-clip other ESF, it became the go-to weapon regardless of role. This change moves shots to kill against ESF from 40 shots to kill to 60 shots to kill, and forces at least one reload against other ESF.

    Dalton (Liberator)
    Damage from 1500 to 1200
    Dev Note: Dalton was feeling a bit too juiced against ground vehicles post update, so we're bumping up their survivability a bit. MBT goes from 3 to burning and 4 to kill to 4 to burning and 5 to kill. Lightning goes from 3 to kill to 4 to kill. Harasser remains at 2 shots to kill, though composite armor moves that to 3 shots to kill.

    Sunderer and ANT Resistances
    Resist type 23 (Air to Ground) from 25 to 0
    Dev Note: Against Dalton, this keeps Sunderers at 4 shots to crit and 5 to kill, and Blockade Sunderers remain 5 shots to kill. Zephyr and Hornets go from 11 to crit and 14 to kill to 8 to crit and 10 to kill. For ANTs, Dalton stays the same 4 shots to kill, while Zephyr and Hornets go from 9 shots to crit and 11 to kill down to 7 shots to crit and 8 to kill.

    ESF Resistances
    Resist type 23 (Air to Ground) from -75 to -125
    Dev Note: This compensates for the damage reduction on the Liberator, and moves ESF a bit further along in the burning state when getting hit once by a Liberator round (2635 damage per shot previously to 2700 damage per shot now.) Zephyr goes from 4 shots to kill to 3 shots to kill. Hornets go from 4 shots to kill to 3 shots to kill.

    Valkyrie Resistances
    A2G resistance from -50 to 0
    Dev Note: Coupled with the reduced Dalton damage, this changes Dalton from 2 shots to kill to 2 shots to crit and 3 shots to kill; Zephyr from 4 shots to kill to 5 shots to crit and 6 to kill; and Hornets from 4 shots to kill to 5 to crit and 6 to kill.
    Resist type 8 (Aircraft Nosegun) from 75 to 80
    Dev Note: This change slightly lengthens the time to kill against Valkyries with noseguns alone, providing a bit more survivability.

    Lightning and Main Battle Tank adjustments

    Dev Note: The changes below address some of the Harasser's exaggerated survivability post CAI, as well as give AP a more stand-out place against other vehicles, while reducing the appeal of HESH as an all-rounder main cannon. Additional changes have been made to sharpen the edge on various weapons that were underperforming (or overperforming) at their intended role.

    C75 Viper (Lightning)
    Minimum cone of fire from 0.5 to 0
    Direct damage from 225 to 250.
    Dev Note: This moves Sunderer and MBT from 23 shots to kill to 20 shots to kill; Harasser goes from 10 to 9 hits to kill. The cone of fire adjustments will max out the Viper's cone of fire while mag dumping in 3 shots, instead of 2, allowing for accurate shots from longer ranges while feathering the trigger, and extending the mag-dump range out slightly.

    Python AP (Lightning)
    Direct damage from 600 to 650.
    Dev Note: This moves Sunderer and MBT from 9 shots to kill to 8 shots to kill. Harasser stays at 4 shots to kill, but its pushed much deeper into its burning state on 3 shots.

    Python HEAT (Lightning)
    Direct damage from 450 to 525.
    Dev Note: This moves Sunderer and MBT from 11 shots to kill to 10 shots to kill; Harasser goes from 5 to 4 shots to kill, giving it the fastest time to kill of any main cannon versus Harassers.

    Titan AP (Vanguard)
    Direct damage from 800 to 850
    Dev Note: This moves Sunderer and MBT from 7 shots to kill to 6 shots to kill.

    Supernova FPC (Magrider)
    Direct damage from 700 to 750
    Dev Note: Like with the Vanguard, this moves Sunderer and MBT down one shot to kill, from 8 to 7.

    Supernova VPC (Magrider)
    Blast damage from 1050 to 800
    Dev Note: We've been seeing the Magrider have far and away more infantry kills than any other HESH equivalent, and feel that that's mainly due to its maneuverability at ranges infantry would normally be able to keep tanks at bay. We're pulling back the one-shot splash kill within 1 meter, while still retaining the highest splash damage of the Magrider's main cannons.

    Mjolnir (Vanguard/Harasser)
    Direct damage from 100 to 90.
    Dev Note: This adjustment reels back some of the power that was given to Mjolnir in the Nov. 20 update, while still retaining increased damage over the CAI launch version.

    Halberd (Harasser/MBT)
    Indirect damage from 150 to 500.
    Outer blast radius from 3m to 2m.
    Headshot multiplier has been removed.
    Dev Note: These changes give Halberd back its one-hit kill for bodyshots against non-Flak Armored infantry targets with 1100hp or less, as well as one-shot capabilities against non-Composite Armored Flash ATVs.

    Bugs and Misc. Additions

    Auraxium Holiday Hats should now be equippable.
    Holiday Boost now shows the correct 14 day duration in the item description.
    NSX-P Tomoe string has been replaced with the proper "Mystery Weapon" (it's still a mystery) string in the Exceptional II directive.
    NSX-P Tanto now properly displays its name in the Exceptional II directive.
    C4 and the Engineer's Ammunition Pack now have festive Auraximas reskins.
    Phylactery can now be found in the implant drop table.
    Phylactery should no longer resurrect a player multiple times if dying repeatedly within a short time.
    Phylactery should now properly reset the timer on death.
    Harasser Motorcade Bumper no longer appears in the depot.
    Updated description for the RD-GG to reflect its gold-platedness and proper durations at each rank.
    Removed a blank utility slot from MAX units in the loadout screen.
    • Up x 7
  2. Drsexxytime

    So are you refunding purchases for the Canis since it's gutted in this state this fast? Because you had to deal with spin up and CoF along with projectiles clipping cover, and now you're making a situational weapon now not even situational? Couldn't make it instead into something laser accurate with normal sized rounds? Give it something special because now it'll be nothing but a pretty sounding and looking gun. I don't see HESH nerfs to accompany this, you're just making AP even stronger, power creeping. Won't fix the issue.

    Any word on fixing lag-wizards (net limiters, etc), hit box modders, and aim-assists yet?
  3. Sarmane

    It's going to be reviewed again after this patch - don't buy brand new weapons the moment they come out and act surprised when they need further tuning.
    • Up x 5
  4. Drsexxytime

    From RiderAnton on Reddit:
    So the Canis with UA is now a 5 HS to kill rather than 3 (167 * 1.2 = 200.4), which means it goes from ~0.238 seconds to kill to ~0.468 seconds to kill, pretty much doubling the TTK even with the spin up.
    That's a (negligibly) longer TTK then the Gladius's bodyshot TTK at 0.459 seconds, assuming no nanoweave on a 1000hp planetman.
    The Jackal's bodyshot TTK is still worse than the Canis's UA headshot TTK, though not by much, at 0.5 seconds.

    So yeah. They are WRECKING this thing. Gladius stays OP and will have to wait for a further patch for it to be balanced. NC gets a superior weapon again to complement the Cyclone which isn't tuned at all.

    Look at what you're doing here DBG. Look, and think. Refund all Canis purchases if this goes live.
    • Up x 1
  5. Jake the Dog

    Nope and they don't have too. You all saw this coming the moment it popped up.
    • Up x 1
  6. Drsexxytime


    Not everyone is on the forums or reddit to see it coming. You wish to support this behavior from a developer? What if this was for your main? No reason to be smug, oh wait, it's a forum, and you're talking about a "hated weapon".

    Anyways. We're onto Daybreak Games with the "tuning" they're doing. They're making it's gimmick suck now while not adjusting it's prebaked balancings. It kills slower in headshots than the Gladius does with bodyshots. Balanced right?
  7. MaximilianIV

    Ok lets leave Canis, with all this whine it was quastion of time. But magrider blast damage? Maneuverability It's magrider feature, and obviously it allow magrider be more effective in some situations. So lets delete vanguard shield for example? Becouse you know, vanguard can stay live in situation where other tanks will blow up and feel that that's mainly due to its Shield. And what a point of Supernova VPC now, you need to land 2 bullet to kill infantry, like with any other gun. Seems balanced.
  8. vanu123

    Tbh if they make the headshot multiplier 1.5 or 1.75 it'd probably be in the ideal spot.
    • Up x 4
  9. BartasRS

    IMO they should replace UA with something completely diffrent instead nerfing it. I dunno how much projectile size will be toned down but it may happen that UA will actually make this weapon useless. It will still prevent you from shooting through small gaps and windows while it will be much harder to kill people with it.

    Was it over performing? It sure was but nerfing it to oblivion is not a fix just a panic action.
  10. BartasRS


    Yeah, I don't get this change either. Sure Mag can get into places other tanks cannot but we do it because Mag has no turret and crappy main gun elevation. What blast damage has to do with it??? I am kinda frustrated by the fact that when VS players finally find a good use to their not-so-good weapons it gets nerfed because people die from it. Too much cry babies here.
  11. BartasRS

  12. Longasc

    I can only wonder about this out of the blue Magrider VPC nerf?

    It's stabilized gun and ability to climb hills into good positions might be to blame, but it's jumping to wrong conclusions from statistics.

    The difference in the flight path for FPC, VPC and HEAT for the Magrider is so neglible if there is even one that HESH is simply far better than the other two.

    The Titan AP has a much straighter flight path than the Titan HESH e.g.., most will still go for HESH, but it's still a bit different from just the worst pick, it's indeed better against vehicles.

    It was a long time ago that any tank I used got destroyed by another tank. Everyone is more concerned about Infantry killing tanks these days.
  13. Longasc

    As for the Canis, wonder that it's 1.2 and not 1.5, but let's see.

    For the Dalton change, I rarely see Liberators flying or actually killing anything these days as people rather use an ESF. Dalton up or down won't change this one bit.
  14. Dargadon

    They want refunds for Canis now? Give it to them. And remove all certs they got with it while it was OP.
    • Up x 3
  15. Halkesh

    About Canis, does this mean the instable ammunition no longer give accuracy penalty ?
    x1,2 looks like a hard nerf but let's not forget bodyshot are x0.8 due to NW armor.
    How much does the projectile size has been reduced ?
    In game, can you show the Canis (and vulcan/aphelion / any other spin-up weapons) RoF detailed stats ? Starting RoF, max RoF and time to get the max RoF.

    Python L100 HEAT is now able to OHK infantry on direct hit, that's a good thing. Let's see in game for the "dedicated anti-harasser cannon" part.
    Viper C75 accuracy buff was needed : I hope this change will make it able to be used past CQC.

    Where is the fix for the AV mines not working on vehicles that drive too fast ?
    Where is the fix for the flying mines ?
  16. DirectX10

    That 3 shots leave for harasser a little piece of health that almost impossible to save in combat (because of small arms, rocklets, etc) and it turns harasser's surviability to a pre-CAI level when it damage output is still reduced. In a dedicated harasser to lightning combat it means that any scratch for your harasser will ruin your day engagement.
    So what a point of this nerf?

    What is this? Why amount of threats for AI lightning is getting decreased?
    You wanna see significant population growth for HESH Lightnings?
    Oh, wait. I got it. That's a crutch for crutch (First harassers were nerfed to state where they're usable only in crew, and it caused straight harassers population growth that you can observe at auraxis. After you're trying to cut population down with introducing an "anti-harasser" cannon. So neat)

    I've just checked this one.
    It reduces the amount of shots to kill harasser from 4 (2 FPC shots + 2 halberd shots) to 3 (2 FPC + 1 halberd). Ofc it doesnt affect TTK harasser (cuz TTK is still equal to one reload) but magrider are already deadliest tank for harasser. Does it deserve that buff?

    By my surface observation, this change looks good. At least mj won't be overpowered in har2har combat.

    Looks like another one good change. But with it gk became useless.
    Gk have similar effective range (if not less), requires similar skills to use from your gunner, but it have less DPS than halberd and still have terrible ai killing capabilities. I have no reasons to use gaekeeper over halberd anymore.
  17. OtoriAssahara

    Make Canis and Jackal different (gameplay). Jackal is a poorer version of Canis:/
  18. asmodraxus

    And where was this MBT nerf for the prowler 3 years ago?

    King of infantry farmage from release...
  19. Liewec123

    you ask for feedback but when we give it to you, you ignore it.
    (like you did with removing deployment for sunderers at allied bases that we warned you since april not to do...)

    so why would we bother giving feedback when you'll simply make the terrible decisions like that regardless?

    yes i will test stuff on the PTS, but i see no value in wasting time providing feedback to those who don't listen.

    side note, my subscription has been stopped until sunderer deployment at allied bases is returned. (likely to be never)
    you made a terrible mistake that hugely ruined the game as we knew it would and warned you against,
    so i won't be supporting it with ANY money in this state, i've had enough of the unstoppable zergs since last patch ruined the game.
    revert your mistake and my money will flow again.
    • Up x 1
  20. Campagne

    Glad to see the Halberd getting buffed, they were almost non-existent. The increased number of OHKs against infantry is annoying though. I guess that can't be helped.

    Are there any plans to adjust the Jackal and Gladius at all just yet, or would that be waiting until after these changes as the dev. note says?