Page 1 of 2 12 LastLast
Results 1 to 10 of 18

Thread: GU011: Weapon And Vehicles Changes / Others

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    powna il mondo negli FPS Torok's Avatar
    Join Date
    Dec 2008
    Location
    Verona, Italy, Italy
    Age
    32
    Posts
    4,556

    Default GU011: Weapon And Vehicles Changes / Others

    The below are the major weapon and vehicle changes planned for GU011.

    Vehicle and MAX Resource Costs

    • The majority of vehicles and the MAX units will be getting a resource cost increase with this update. The new values are based on data that we have collected from the Live servers, and our goal is to even out the resource costs with their related income rates.
      • New Costs:
      • Flash: 150
      • Sunderer: 400
      • Lightning: 400
      • Magrider: 450
      • Vanguard: 450
      • Prowler: 450
      • Scythe: 250
      • Reaver: 250
      • Mosquito: 250
      • Liberator: 350
      • Galaxy: 350
      • Harasser: 400
      • MAX: 350

    MAX Abilities

    • The Burster buffs when using the VS ZOE and TR Lockdown abilities will be reduced.
    • The damage received when the VS ZOE ability is active will be getting increased.
    • Note: The timer currently on the test server for the ZOE ability is not planned to go live.

    Shotguns

    • All shotguns will be getting a small reduction in damage per pellet. The goal with this change is to reduce slop while keeping the effective kill ranges of the shotguns the same. So glancing hits and spamming without aiming will not be as rewarding, but well-aimed shots should just be as effective as before.
    • The default ammo count on the pump-action shotguns will be dropping from 5 to 4 rounds. This brings their potential kills per magazine and kills over time more in line with the other weapon classes.

    Faction Heavy Weapons

    • All faction weapons will be getting a pass to make them more effective at their various roles.
    • Jackhammer: The ammunition capacity of this weapon is being increased to 9 rounds. Also, the burst mode will be gaining a rate of fire increase.
    • MCG: The fire delay is being removed. Instead, the weapon will fire immediately and the rate of fire will ramp up over time. The hip accuracy is being adjusted to better allow sustained fire.
    • Lasher: This weapon will receive a rate of fire increase and a slight damage buff, which should allow it to be viable in more situations. Also, ally players will no longer take the full AOE damage.

    IRNV Scopes

    • We feel that the current downsides to this optic (less visibility at range) are negligible when compared to its benefits. We’re going to be adding a very small delay before the night vision is active and a small amount of scope sway to better balance the attachment out.

    Flak

    • Bursters will be getting an accuracy penalty when moving and COF bloom is being added over sustained fire. The goal with this change is keep them just as effective at near range while dropping their effectiveness at extreme ranges (300+ meters).
    • Skyguards will be getting a projectile speed increase and other stat changes to make them better at range.

    Vulcan

    • The Vulcan has been updated to be more effective at range and now has a larger clip size.
    • In addition, it has been given a spin up time. The Vulcan still fires during the spin up time, but at a reduced rate.

    Sunderer Deployment

    • Facilities and Outposts on Indar and Amerish now have Sunderer No Deploy Zones. These function just the like No Deploy Radius around allied deployed Sunderers. These zones prevent you from parking your Sunderer right on top of the capture points. You’ll have to fight to the capture points on foot. "Just a quick clarification: The no-deploy zones are restrictions for attackers only." questo è gamebreaking lol... cioè niente più sundy dentro alle AMP STATION? LOOOOOOOOOL

    Edit: Forgot one. Edit 2: Spelling
    Underbarrel Attachments

    • These have been removed from the weapon selection list and are now mapped to the primary weapon key. Press 1 to swap between the weapon and its attachment.



    -----------------------



    riporto qui le patch notes del test server, visto che molte di queste cose andranno live con la GU11, QUESTE NON SONO DEFINITIVE

    Test Patch Notes 6/13
    Please take some time to check out a few of the things that went to the test server in the latest build. Let us know if you find any bugs and what you think of the changes. Thanks!

    Map Tutorial

    New map tutorial! It is accessed by clicking the question mark button at the bottom right corner of the map. This can be accessed by anyone at any time. Note that the help button that opens the map tutorial will be moving to a new location and will get new icons.

    Interactive Tutorial

    • Tutorial Intro now includes a list of topics that will be covered and an approximate ETA.
    • Infiltrator segment now also mentions holding breath to stabilize scope sway.
    • Warpgate Terminal now highlights the highest non-queued continent instead of always Indar.
    • Several minor tweaks and fixes to the tutorial to improve usability.

    Continent domination thresholds


    • Domination requirement lowered from 100% to 75% of the territory on the continent.
    • The point where a domination benefit will be lost increased from 0% to 15% of owned territory.
    • Our goal is to make continent domination and denial during prime time a tough but reasonably achievable goal and to reduce the situations where entire empires would hold up in one facility.

    Instant Action & Reinforcements Adjustments


    • Less emphasis on fights where your empire is dominating.
    • More emphasis on fights where your empire has a small disadvantage
    • Optimal IA fight is now a bit bigger than platoon vs platoon.
    • Lowered maximum population allowed for an instant action / reinforcement point to be active.
    • The intent of these changes is to be a better reinforcement mechanic and to help support and balance the medium-sized fights.

    MAX Ability Tuning


    • Increased Zealot Overdrive armor debuff to 30%
    • Added a fuel cost to the Zealot Overdrive, allowing up to 8 seconds of sustained use
    • Reduced the indirect damage buff for Bursters when using Zealot Overdrive



      • Indirect vs ESF
        • Rank 1: +5% (~93 damage)
        • Rank 2: +7% (~95 damage)
        • Rank 3: +9% (~97 damage)
        • Rank 4: +12% (~100 damage)
        • Rank 5: +15% (~103 damage)

      • Reduced the rate of fire/reload buff for Bursters when using Lockdown
        • Rank 1
          • Refire: -13
          • Reload: -10%
          • DPS: +5%

        • Rank 2
          • Refire: -25
          • Reload: -20%
          • DPS: +10%

        • Rank 3
          • Refire: -36
          • Reload: -30%
          • DPS: +15%

        • Rank 4
          • Refire: -46
          • Reload: -40%
          • DPS: +20%

        • Rank 5
          • Refire: -55
          • Reload: -50%
          • DPS: +25%

    Squad Browser Improvements
    We’ve made several additions to the squad screen, including:

    • Continent column and Continent filter
    • Outfit Tag column
    • Squad Leader column
    • Description text will now show platoon subsquad coloring and information
    • Page number display

    Squad Manager Improvements
    We’ve made several additions to the squad management screen, including:

    • Battle Rank column
    • Location column (in meters or continent name depending on if you’re on the same continent)
    • Outfit tag column
    • Vehicle icon callout if the player is in a vehicle
    • An area to drag and drop a member to create a platoon
    • Toggle to show the outfit tag of the squad leader

    Squad and Platoon Improvements

    • Added an icon callout for friends in the Squad and Platoon windows
    • Leaders names are now highlighted and have an icon callout in squad and voice chat listings
    • Added a drop down option for the platoon leader to set a member of their squad as the leader of that squad

    Loadout Screen Improvements


    • Added a dropdown selector instead of arrows for global tint selection
    • Now displays locked, unlocked, and upgradable cert items
    • Now displays un-owned slot items
    • Added quick weapon switch arrows
    • Will display the last used loadout per profile by default

    Better Visibility for Friendly Explosives
    The IFF range for friendly mines and explosives has been increased.
    AP Phalanx Turret Changes


    • Xiphos Anti-Personnel Phalax Turrets
      • Increased maximum turn speed for quicker aiming
      • Will now fire empire colored tracers (instead of always being yellow)

    Quick Action Menu Polish


    • Increased tracking speeds for vehicles and infantry.
      • This should keep the menu in the center of the screen and track on the target much faster. Having the menu stay in the middle of the screen will make it much easier to select the menu option of your choice.

    • Control should not be inverted if mouse control is inverted

    Tank and Fighter Superiority XP


    • Added Tank Superiority Bonus: 100 xp bonus for killing an enemy tank with a tank
    • Added Fighter Superiority Bonus: 100 xp bonus for killing an enemy ESF with an ESF

    Other Fixes and Improvements


    • Added visual effects when a player ejects from an air vehicle (using ejection system certification) or drops from a Galaxy to call out they are falling safely
    • Pulled third person camera of MBTs and Lightnings out about 1 meter
    • Ammo Towers should properly render in the VR training zone
    • Cosmetic items for infantry and vehicles are now accessible in the VR zone
    • Zealot Overdrive distortion FX have been reduced to one quarter of their previous size
    • Region Names will display when mousing over a waypoint HUD indicator
    • Experience reward text will still appear, even when an experience threshold has been hit
    • Revives remove the death stat received

    Last edited by Torok; 15/06/2013 at 03:07.

  2. #2
    Io sono l'Alfa e l'Omega Q(F)M's Avatar
    Join Date
    Jul 2004
    Location
    San Donato Milanese (MI)
    Age
    41
    Posts
    9,421

    Default Re: GU011: Weapon And Vehicles Changes / Others

    Questo gioco cambia ad ogni patch :-V

  3. #3
    powna il mondo negli FPS Torok's Avatar
    Join Date
    Dec 2008
    Location
    Verona, Italy, Italy
    Age
    32
    Posts
    4,556

    Default Re: GU011: Weapon And Vehicles Changes / Others

    Quote Originally Posted by Q(F)M View Post
    Questo gioco cambia ad ogni patch :-V
    si
    e per il meglio

  4. #4
    powna il mondo negli FPS Torok's Avatar
    Join Date
    Dec 2008
    Location
    Verona, Italy, Italy
    Age
    32
    Posts
    4,556

    Default Re: GU011: Weapon And Vehicles Changes / Others


    Matthew Higby@mhigby
    Amit, @BrewkoPS & @Kevmo0 have been busting their ***** all night to try to get this ready for GU11:pic.twitter.com/R3XpaXKxv7

  5. #5

    Default Re: GU011: Weapon And Vehicles Changes / Others

    Il nerf allo shotgun (ancora?) e il flash a 150 risorse mi fanno un po' cagare... tutto il resto mi piace.

  6. #6
    Signore del Ghost Spam Cloud Wallace's Avatar
    Join Date
    Jul 2004
    Location
    Monza (MB)
    Age
    43
    Posts
    10,551

    Default Re: GU011: Weapon And Vehicles Changes / Others

    non capisco molte cose a dire il vero:

    1) l'aumento a dismisura dei costi dei veicoli significa in pratica che un impero che viene pushato nel proprio 15% dalla warpgate poi non ha più risorse per uscire. Già ora con +10 ogni 5 minuti vuol dire pullare un MBT ogni morte di papa, figurati col costo a 450. In pratica va esattamente contro al motivo per cui hanno introdotto il continent lock al 85%, cioè "Our goal is to make continent domination and denial during prime time a tough but reasonably achievable goal and to reduce the situations where entire empires would hold up in one facility". GG SOE, solo di fanteria non si esce dalla warpgate...

    2) lightning a 400? Ma cosa cazzo hanno in testa? Flash a 150???? Al più dovrebbero far si che se equippi certi loadout il costo sale (es. flash con wraith e fury), ma quello di base deve restare basso.

    3) Nerf agli scatmax? Seriously? Pensassero ai fracture prima...

    4) Nerf agli shotgun? Si vede che non vendevano più, adesso pusheranno le SMG
    13 Il giorno dopo, uscì di nuovo e, vedendo due Ebrei che stavano rissando, disse a quello che aveva torto: «Perché percuoti il tuo fratello?». 14 Quegli rispose: «Chi ti ha costituito capo e giudice su di noi? Pensi forse di uccidermi, come hai ucciso l'Egiziano?».

    Se questo fosse un film d'azione hollywoodiano, Mosè direbbe "indovinato", tirando fuori due mitragliatrici e aprendo il fuoco. Ma purtroppo, come già detto, queste sono elucubrazioni, e nelle elucubrazioni non succedono cose così divertenti.

  7. #7
    powna il mondo negli FPS Torok's Avatar
    Join Date
    Dec 2008
    Location
    Verona, Italy, Italy
    Age
    32
    Posts
    4,556

    Default Re: GU011: Weapon And Vehicles Changes / Others

    Quote Originally Posted by Cloud Wallace View Post
    non capisco molte cose a dire il vero:

    1) l'aumento a dismisura dei costi dei veicoli significa in pratica che un impero che viene pushato nel proprio 15% dalla warpgate poi non ha più risorse per uscire. Già ora con +10 ogni 5 minuti vuol dire pullare un MBT ogni morte di papa, figurati col costo a 450. In pratica va esattamente contro al motivo per cui hanno introdotto il continent lock al 85%, cioè "Our goal is to make continent domination and denial during prime time a tough but reasonably achievable goal and to reduce the situations where entire empires would hold up in one facility". GG SOE, solo di fanteria non si esce dalla warpgate...

    2) lightning a 400? Ma cosa cazzo hanno in testa? Flash a 150???? Al più dovrebbero far si che se equippi certi loadout il costo sale (es. flash con wraith e fury), ma quello di base deve restare basso.

    3) Nerf agli scatmax? Seriously? Pensassero ai fracture prima...

    4) Nerf agli shotgun? Si vede che non vendevano più, adesso pusheranno le SMG
    Alla fine il goal è raggiunto in quel modo lol, se prima non riuscivi a bloccare un impero all'ultimo hex ora ce la fai tranquillo perchè manco ti avvicini al warpgate, il costo di risorse non è un problema nemmeno se ti stanno warplokkando, già ora se lo stanno facendo non esci nemmeno coi veicoli veicoli, esci solo quando i nemici si rompono le palle asd, l'ultima volta che siamo arrivati all'ultimo hex rimasto dei terran eravamo NC + VS contro i Terran e non siam riusciti a toglierlo, ma questo non sussisterà più
    praticamente per i veicoli devi starci più attento e non puoi spammarli come semplice mezzo di trasporto, questa cosa è un nerf per la gente come me al 100 che a volte spawna 4 tank di fila asd, ora massimo due immagino :\
    i nuovi scatmax, praticamente il grinder è il migliore rapporto efficacia prezzo

  8. #8
    powna il mondo negli FPS Torok's Avatar
    Join Date
    Dec 2008
    Location
    Verona, Italy, Italy
    Age
    32
    Posts
    4,556

    Default Re: GU011: Weapon And Vehicles Changes / Others

    Hey guys -

    GU11 is right around the corner and I wanted to drop in and call out some of the major features coming with the update. When we started working on this update we decided it would be a pure "Quality of Life" patch, with a minimum of additions in terms of new items or systems and a lot of refinement, tuning and enhancements to the things you've already got.

    A few weeks ago we asked you guys for what you wanted to see updated and got an absolutely massive list of requests ranging from minor nitpicks all the way up to fundamental game changing suggestions, and those requests have guided how we've approached and prioritized the changes for this update. We didn't get anywhere near touching everything that was requested, but did get through a pretty decent chunk and the rest that we've either run out of time for or are larger challenges than can fit into one update we're continuing to work on and prioritize for the next several updates. Of course, whenever taking suggestions from a community as large and diverse as the Planetside 2 community it's impossible to find changes that are universally agreed on or prioritize everyone's top issues as the top development issue, but we have done our very best to make this an update that brings as many benefits to as many of you as possible.

    As usual, full patch notes will be available before the update goes out, but here are a couple highlights:


    • Light Assault Drifter Jumpjets have been enhanced to provide a speed boosts while using them on flat ground, these should now provide a new alternative gameplay role for Light Assault.
    • Continent domination thresholds have been adjusted to make achieving OR breaking continent domination a viable goal during primetime. Continents will change ownership when an empire owns 75% of the territory, and their ownership will break when they're reduced to below 15%.
    • Resource cost for some vehicles and MAXes has been increased
      • We hope this change makes strategic control of resources more important for empires, and we're also looking at the results of this tuning to help us define the boundaries for the upcoming resource system revamp.
      • We will be monitoring resource usage and earn rates carefully in the days following the update and rebalancing as necessary if we find any significant issues with resource starvation due to this rebalancing.

    • Instant Action has had it's values retuned to bring players to fights that need more players from their empire.
    • New movement code has been introduced which will make remote player movement much smoother, reducing player warping and removing a lot of the ability to quickly change direction and glitch out the movement interpolation and avoid damage.
    • ZOE Module has been buffed to have less distortion particles in 1st person =)
    • ZOE Module has been nerfed to further reduce armor (-25% -> -30%) when the ability is active =(
    • Weapon tuning:
      • Retuned the Empire Specific Heavy weapons: Jackhammer, MCG and Lasher. These should all be significantly more competitive with other HA weapon options, while still situational.
      • Retuned the Empire Specific vehicle mounted AV weapons (ML85 Enforcer, G30 Vulcan & Saron HRB) to reduce infantry damage and somewhat equalize effective ranges.
      • MAX Burster weapons have been retuned to be less effective at extreme ranges, they maintain the same effectiveness within ~250-300m.
      • Skyguard turrets have been buffed to provide enhanced effectiveness at all ranges, especially beyond 300m.
        • These two changes should make life better for ESF pilots/Liberator crews which previously were getting picked off at extreme ranges when not actively engaging infantry while still allowing MAXes to provide cover for squads against strafing ESFs and low flying libs threatening ground troops.

      • Changed shotgun damage model to reward more skillful usage and bring these in line with other close range options such as SMGs and Carbines - these should remain potent in close quarters, but not be the only viable option.

    • Tank and Fighter Superiority bonuses have been added, these give an additional 100xp bonus to MBTs destroyed by other MBTs, or ESFs destroyed by ESFs.
    • Vehicle appearance slots have been increased, allowing you to equip more vehicle cosmetics simultaneously.
    • UI Enhancements:
      • Loadout screen has been updated to allow for unlocking of certifications in all slots straight from the loadout screen.
      • Loadout screen has been updated to allow quick switching between weapons from the landing page
      • Loadout screen now saves attachments per-weapon, so quick swapping between weapons maintains that weapons attachments per loadout.
      • Squad browser displays a lot more information about outfit, squad leader, active continent and more.
      • Squad manager now displays player battle ranks, locations, outfit, vehicle information and allows for dragging and dropping of players from the squad to create platoons.
      • The commo rose menu (hold Q on target) has been updated to respect inverted mouse and track better on fast moving targets.

    This is just a few of the notable changes with the update, along with dozens of bug fixes large and small. GU11 is scheduled to go live tomorrow morning (June 20th) barring any last minute issues found.

    We hope you all enjoy the update, see ya on Auraxis!

    -
    mh

  9. #9
    Io sono l'Alfa e l'Omega Q(F)M's Avatar
    Join Date
    Jul 2004
    Location
    San Donato Milanese (MI)
    Age
    41
    Posts
    9,421

    Default Re: GU011: Weapon And Vehicles Changes / Others

    4) Nerf agli shotgun? Si vede che non vendevano più, adesso pusheranno le SMG
    A questo punto, già che bisogna mirare, tanto vale mettere le munizioni modificate

  10. #10
    powna il mondo negli FPS Torok's Avatar
    Join Date
    Dec 2008
    Location
    Verona, Italy, Italy
    Age
    32
    Posts
    4,556

    Default Re: GU011: Weapon And Vehicles Changes / Others

    We were hoping to get GU11 out tonight/tomorrow morning, but it's looking like Thursday AM at this point assuming no last minute kerfuffles.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •