PTS has been updated with the following changes. Test Server installation can be found here: http://launch.daybreakgames.com/installer/PS2_Test_setup.exe Test Server Only Players now earn Merit while offline to allow for testing of new items. We plan to offer a way to gather A7 and Outfit Loyalty on PTS in a later update. Colossus Tank The Colossus Heavy Tank is now available for Testing, and can be pulled for free in the VR training room, and built as a War Asset to deploy in combat zones. --This vehicle is still undergoing tuning, so feel free to offer feedback.-- The Colossus is a massive, multi-crew combat platform that requires the support of allies to remain fully functional. Every Tech Plant and Warpgate has been fitted with special terminals that can be used to pull the Colossus Tank. Standard Drive Mode The Colossus has room for a pilot, who also mans the main cannon, and four additional gunner seats for turrets stationed around the vehicle. Each player can customize their own Colossus, and equip it with different support weapons and equipment using Merit. Skylance (Deployed) Mode The Colossus can deploy to convert itself into a Skylance Battery capable of destroying Bastion Fleet Carrier weak points from the ground. While in Skylance Mode, the Colossus has a restricted viewing angle and fires a charged particle cannon that can pierce through multiple vehicles at once. The Skylance can fire through a Bastion Fleet Carrier's hull in order to hit the weak points on the other side. While deployed, the main cannon gunner also receives targeting reticles that show the position of these weak points at any range. Due to the sheer power of the Skylance, every time the weapon fires it will also cause damage to the Colossus itself, requiring repairs from allies. Additionally, while deployed, a cortium-powered shield bubble remains active that blocks incoming projectiles, and is resistant to bombardments from the Bastion's Mauler Cannons. ANTs can recharge this shield by depositing Cortium into the vehicle. Outfit Updates Outfit Logs Outfits now have access to a "Logs" page that keeps track of notable Outfit events, like recruiting members, crafting or using war assets, and capturing bases for your outfit. Facility Modules A new type of War Asset can be found in the Outfit Armory. Facility Modules can be attached to allied bases to impart region-wide benefits. You will no be able to provide region-wide vehicle discounts, enhance base turrets, provide infantry health regen in a region, and enable tech-based vehicles (Liberator and MBT.) Previously existing facility benefits have been rolled into this new feature. Bastion Fleet Carrier Bastion weakpoints from 15000 Health/5000 Shield to 17500 Health/2500 Shield. Bastion weakpoint shield recharge cooldown from 12 seconds to 20 seconds. Dev Note: Changes here should make the Bastion a more susceptible to chip damage. Merit Deployables Aux Spitfire has been replaced with the Ordnance Dampener. While near a deployed Ordnance Dampener, allied infantry receive rank 1 Flak Armor, and allied MAX units receive Rank 1 Ordnance Armor. Flash XS-1 now uses a schematic like other Merit items, and can be restocked from the loadout screen. Infantry Updates New Weapons NS-66 Punisher (Common Pool SMG) The Punisher is a next-gen PDW built with close-quarters aggression in mind. The in-built underbarrel fires fragmentation grenades, and can be adapted to fire class-specific ammunition instead. Class Underbarrel archetypes: EMP (Infiltrator) - Destroys deployables and scrambles HUD. Impulse (Light Assault) - Knocks back enemies and the user on impact. Enhancement (Engineer) - Mechanical targets receive increased maximum health and a repair over time. Havoc (Heavy Assault) - Renders mechanical targets immune to repair effects for a time. Cleanse (Combat Medic) - Heals over time and removes slow/blind/concussion effects. NS-06 Thumper SE(Common Pool Heavy Weapon) This special edition variant of the Thumper heavy grenade launcher celebrates the PlanetSide franchise! It comes equipped with an anti-infantry fragmentation payload, and has access to multiple specialized munitions. This weapon contributes progress to the Exceptional III directive line. Adjustments NS-30 Tranquility (Black Market Battle Rifle) Is now correctly classified as a Battle Rifle, instead of a Scout Rifle, in the loadout screen. Direct damage from 280at75m - 250at150m to 280at15m - 225at150m Slow on hit no longer stacks with other Tranquility users, or with Concussion Grenades. Dev Note: These changes primarily change the weapon's effectiveness at long range so that it's not competing directly with semi-auto sniper rifles. NSX Tanto (Common Pool Carbine) Hipfire cone of fire bloom from 0.24 to 0.12. Dev Note: The excessive hipfire penalty on the Tanto was originally meant to offset its higher-than-normal starting accuracy, but we've peeled that penalty back as it has enough counterbalance elsewhere. NSX Daimyo (Common Pool Sniper Rifle) Now appears in filters as a Sniper Rifle, instead of a Scout Rifle in marketplace filters. Maximum damage from 225 to 325. Minimum damage from 175 to 250. Headshot multiplier from 5x to 3.5x Dev Note: We're reducing the extremes between bodyshots and headshots a bit so the reliance on the Daimyo's unique headshot multiplier is lessened, though it will remain incapable of a 3 bodyshot kill at maximum damage range. Hunter QCX (Common Pool Sidearm) Explosive Bolt direct damage resist type from 3 (a deprecated resist type) to 34 (Infantry Rocket Launcher.) Explosive Bolt direct damage from 450 to 300. Explosive Bolt indirect minimum damage from 10 to 50. Explosive Bolt indirect minimum radius from 0.35m to 0.5m. Explosive Bolts no longer lose damage over distance. Replaced Explosive Bolts hipfire cone of fire penalty with a smaller magazine size (by 1) penalty instead. Detect Bolts reduced the number you can have on the field at any time from 20 to 4. Smoke Bolts have been replaced with Incendiary Bolts, which ignite enemy infantry to deal damage over time. Dev Note: We've done some cleanup on the Hunter crossbow's attachments. Explosive Bolts' unnaturally high damage against certain targets is brought to be more in line with the weapon's intended functions. Additionally, we're stepping away from the spammability of smoke on this weapon to encourage the use of alternatives. Underbarrel Smoke (Underbarrel Attachment) Ammo restocking time from 4sec. to 5sec. Dev Note: Some weapons shared this reload time already, but we've done a pass to put the others in parity. This change matches the reload times with underbarrel grenade launchers. Recon Detection Device (Infiltrator Tool) Maximum active darts from 20 to 6 Firing while aiming down sights no longer reveals your minimap location. Recon Darts should no longer lift vehicles into the air when placed in their springs. Infradine (Black Market Consumable) Duration from 20 seconds to 30 seconds. Nanite cost from 3 to 25. Concussion Grenades (Heavy Assault) Concussion turning speed reductions no longer stack, which would cause inverted movement controls. Revenant (Implant) Rank 5 benefit has been changed to the following: If you revive an allied player, they will now be cloaked. Failsafe (Implant) Cooldown from 20 seconds to 12 seconds, at all ranks. Survivalist (Implant) Rank 5 no longer offers reload speed increase. Rank 5 now heals the player for 150 health over 6 seconds when shield is broken. Sprint Speed buff will now be stripped when damage is taken. Misc. Changes, Fixes, and Additions !! We've made some adjustments to the Heavy Assault shield visuals in first person to address a major loss in framerate that would occur while aiming down sights with weapons that had highly detailed geometry. !! Placing a construction object will once again show its placement sockets. !! Construction Shields once again block enemy vehicles. !! Tech Plant gates once again go down when both generators are destroyed. !! Various crash fixes and stability improvements. Esamir Eisa Tech Plant Empire Strength value from 25 to 20 Changed the chatbox font to allow for broader language support. Relics bases on Desolation now have full names. Fixed some collision related to Desolation's relics objects. Fixed an issue with loadout weapon filters being unresponsive. Fixed an issue where using a deployable would give you a free use of a utility slot consumable. Fixed an issue where empty Black Market terminals would display the last previously shown item. Added the Daredevil Chassis options to the Black Market for Harasser and Flash. All Black Market weapons now use A7 for attachments. Removed the defunct "Go to Koltyr" button that would occasionally appear. Phoenix Missiles will no longer sometimes advertise the game while in flight. That one stairwell guard in Sanctuary guard will no longer tap his foot and vibrate impatiently. You know the one. Cleaned up Gatekeeper particle effect origin. Heal experience no longer counts toward base capture score. Capture point pulse experience no longer contributes to base capture score. Harasser Stealth certification line now upgrades correctly at all ranks. Orbital Strike War Asset tooltip now displays the correct max count. Standardized all variations of LithCorp to use this capitalization. Fixed various issues with Outfit Message of the Day displays. Removed the broken shield shimmer benefit from the Chameleon Module suit slot. Fixed non-NSO MAX small arms resistance to the correct 80% (was previously broken at 75%.) Citadel Shield generator health from 6000 to 10000 Citadel Shield can no longer have objects deployed atop it. NSO Defectors no longer have the creepy human head in the second loadout slot. Disengage and Heavyweight impulse effect use new visuals. Using a War Asset should no longer show a pop-up notification. MAX units can no longer pilot the Bastion Fleet Carrier, or its Interceptors. Mauler Cannons now use a different icon on the death screen. Bastion Interceptors now have consistent first and third person projectile origin. Fixed an issue where Bastion Interceptors could swivel their weapons in first person.