Test Server Update - June 05, 2020

Discussion in 'Test Server: Announcements' started by RPG_Wrel, Jun 5, 2020.

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  1. RPG_Wrel Lead Designer

    PTS has been updated with the following changes.
    Test Server installation can be found here: http://launch.daybreakgames.com/installer/PS2_Test_setup.exe

    PLAYTEST SCHEDULE:
    We will run a Meltdown Alert on PTS from 10:30am - 12:00pm PT (7:30pm - 9:00pm CEST) and 4:30pm - 6:00pm PT on both Saturday, June 6 & Sunday, June 7. Please join us during these concentrated playtests so we can get this patch ready for Live deployment!

    Update: We're cancelling the Sunday playtests, and will discuss having a playtest during the week instead.


    PTS ONLY: We have disabled the creation of Orbital Strikes on PTS for these playtests.

    Colossus Tank
    Skylance (Deployed) Mode
    • Projectile is now wider and faster, making it easier to hit targets.
    • Skylance direct damage increased to allow for one-shotting of non-composite ESF.
    • Elevation ranges in deployed mode have been loosened up.
    • Reduced knockback effect on aircraft.
    • Bombardment Shield can now be damaged by common explosives (resist type 6.)
    Mass Accelerator Drive (MAD)
    • Cooldown timer no longer stops updating when it deactivates.
    • Now immediately consumes the intended amount of Cortium, instead of draining it over time.
    • Updated tooltip to correctly reflect its damage increase.
    Top Gun Adjustments
    • Gecko turret elevation range has been increased to allow for better defense from aircraft.
    • Dingo damage from 75 to 100.
    Ammo Capacities
    We've taken a pass on the ammo capacities of each weapon.
    • Mammoth Cannon ammo capacity from 25 to 50.
    • Mammoth Cannon ammo resupply per tick from 6 to 5.
    • Gecko ammo capacity from 450 to 750.
    • Goblin ammo capacity from 375 to 750.
    • Pug ammo capacity from 42 to 60.
    • Dingo ammo capacity from 78 to 120.
    • Fang ammo capacity from 40 to 60.
    Colossus Misc.
    • Mammoth Cannon should now "wobble" less.
    • Fixed various issues with colossus cameras and clipping into the tank.
    • Fixed missing cannon movement audio when more than 15 meters away.
    • Colossus first-person HUD overlay now shows turret orientation, like other tanks.
    • Colossus reticle now updates properly when switching between deployed and non-deployed modes.
    • Colossus starting Cortium is now a flat amount, instead of regenerating over time.
    • Colossus certification screen now shows proper amount and type of currency (Merit).
    • Base resistance to Orbital Strikes has been increased, allowing it to survive with enough health. Fallout Hardening increases this bonus even further.
    • We will be looking to increase the Colossus' mobility in a later update.
    Bastion Fleet Carrier
    Weakpoint resistance values have been changed to increase damage from more sources.
    • Resist type 5 (light anti-vehicle) from -100 to -150.
    • Resist type 7 (tank cannon) from -25 to -200.
    • Resist type 23 (air to ground warhead) from 0 to -25.
    NS-66 Punisher (Common Pool SMG)
    • Default Fragmentation Underbarrel ammo capacity from 2 to 3.
    • Havoc debuff audio has been updated.
    • Extended Magazines no longer affects Punisher's underbarrel.
    Rocklet Rifle (Light Assault Tool)
    • Locklets have been replaced with Sabot Rocklets.
    • Sabot Rocklets sacrifice damage for increased accuracy at range. When equipped, alternate fire is replaced with a low-bloom 3-round burst, and projectile velocity is increased for both firemodes.
    Dev Note: We've said this in the past, but reload speed increases should no longer affect the Rocklet Rifle in unintended ways (ie. hyper reload speeds.) A consequence of this fix was that Typhoon Rocklet implementation had to be reworked (though players should see no gameplay impact,) and Locklets had to be replaced as an option.


    Facility Modules (War Asset system)
    • We've fixed a bugged state that would prevent you from placing Facility Modules from the map screen.
    • Facility Modules are now sorted alphabetically.
    • Due to the feedback surrounding the Advanced Vehicle Access module, we will be removing it and, as a baseline, allow MBT/Liberator be pullable from Large Outposts and Facilities.
    Misc. Changes, Fixes, and Additions
    • Players who are BR5 and lower can no longer be invited to an outfit, but can still apply to one.
    • Fixed an issue where the Base Capture HUD could go missing.
    • Fixed an issue preventing players without Outfits to show their base capture score.
    • Players can no longer drive through the structure holding up the Construction Gate Shield.
    • Thumper SE directive naming scheme now consistent with other weapons.
    • Renamed Maelstrom Turbo Laser to “V26 Maelstrom Turbo Laser”
    • Updated names of Relic Sites on Desolation.
    • Up x 1
  2. SilentSueRia

    Play Test Can't go well if everyone can spam OS's from the Outfit War Assets.
    You may wanna seriously consider adding a 5 minute Cool Down for that.
    • Up x 2
  3. TRspy007


    "PTS ONLY: We have disabled the creation of Orbital Strikes on PTS for these playtests."


    Apparently you shouldn't be able to use them? This is something I wish they added to the live servers, enough of these incessant orbital trolls.

    Remove orbital strikes, bastions and colossus; finish Hossin, revamp Indar, give us Oshur, a good new player experience and some much-needed performance/bug fixes!


    Also would be nice if we could finally be awarded outfit resources upon defending a base?
  4. TRspy007

    1) If you're going to prevent people from inviting new players to outfits, you should have a good tutorial to explain to them how to manually join one. Only low BRs that would know how to join an outfit without invite are alts. Not quite sure what this change is meant to do...


    2) If this is true, then this will really be the best part of the update. Please push this fix to the live servers as soon as possible!


    Could we also tackle this bug for all our construction friends out there?
    • Up x 1
  5. B-96

    Korean input problem is still occurring. Please solve it.
  6. BoozerTR

    No repair xp awarded for repairing Colossus using either repair gun, repair grenades or repair sunderer. This includes repairing enemy damage and Colossus self damage from firing while deployed
    • Up x 1
  7. ohnoooo

    Devs might be worrying about all of the outfit stuff scaring new players off, so they want new players to play without an outfit to get a taste for the basic gameplay first.

    Devs are prolly also worried about new players getting confused/overwhelmed by outfit-invite spam in the warpgates.
    • Up x 1
  8. unsword

    Not entirely sure how to feel about being able to do that and possible outcomes in live games
    • Up x 2
  9. SashsaACIII

    Note this PTS but on a live server will be seriously adjusted the ratio of damage to the health of the colossus! but the damage to the (cruiser bastion) will be increased from colossus.
    The decrease in the flare of the explosions and shots from colossus.

    ...N7® .
  10. unsword

    @SashaACIII ofcourse but i dont really mean the damage it does, but the ability to deploy on a ground uneven enough that the skylance can aim directly at the ground units. And honestly, we don't need another menace of ground units which even if they lower the damage, hitscan lazor from far away will still be just pain to deal with.

    Here's a solution tho, don't lock the angles to local tank position, but rather to global world position, and it'll be just fine.
  11. Dargadon

    Biggest eyebrow-raising moment is Bombardment shield's vulnerability to Small Arms (i.e. common gunfire). 80-100 damage per bullet? You, guys, should increase Small Arms resistance like A LOT.
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