Torok
15/06/2013, 03:33
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
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