-
Public Test Server is Active!
Source:
http://forums.station.sony.com/ps2/i...active.114080/
HigbyDeveloper
http://forums.station.sony.com/ps2/s...forum_logo.png
Test Server Activated
hey all
This morning we've activated our Public Test server. There is a separate patcher to access Public Test which you can find here:
http://launch.soe.com/installer/PS2_Test_setup.exe
Some notes about what you will see right now on PT:
Currently we are working on changes to Indar's facilities and connectivity on Public Test, and will be for the next few weeks. If you'd like to check out the changes, and help us get the new battle flow rocking, jump on. We're going to be coordinating some organized testing nights to really give the flow a solid run through as we iterate.
There is a known issue with the map's performance on PT today which causes the map to take a couple seconds to fully load, we should have a quick fix up for this soon.
Please keep in mind, there are going to be a lot of issues with Live Test, you'll be likely to run into a lot more bugs and problems with the game there. Characters may be wiped periodically and downtime will be sporadic. On Public Test you can't use Station Cash and we do start you off with some certs to help us test quickly.
Also, be sure to keep your eye on the official Public Test announcement and discussion forums for update notes and known issues:
Announcements: http://forums.station.sony.com/ps2/i...ouncements.69/
Discussion: http://forums.station.sony.com/ps2/i...discussion.70/
Hope to see you on Public Test!
Test Server Policies
The goal of the Public Test is to give our community an opportunity to participate in the testing process and provide feedback before features go live. PlanetSide 2 is a large, complex game and we could use all the help we can get in making it better.
1. By its nature, Public Test will have more downtime, bugs, and general issues than Live servers.
· Although development and QA are also testing on internal environments, every individual change is not screened before going to the server and that will cause issues.
· We have an interest in keeping the server up and functional as best as possible, but we may have extended downtime from time to time.
2. Developers, QA and other SOE employees will also be on the Public Test Server frequently.
· Please treat them with the same respect as you would any other player on a Live server.
· We may have requests for players on Test to help with specific testing, so keep an ear out help out when you can.
· You may have questions for us, but please remember: It’s very likely we’re at work trying to get through large task lists and fix bugs on a tight schedule; we can’t promise we’ll have the time or ability to answer them.
3. There are no real money transactions on Public Test.
4. Game progression values on Public Test may be different than live.
· As an example, we are granting all new characters 10,000 cert points as a way to jump start their characters.
5. Public Test uses the same station account as Live, but the characters and actions on Public Test do not transfer to Live or vice versa.
6. There is no Customer Service support on this server except in the event of significantly disruptive players.
· If you run into an issue, report it via the in-game bug report tool or Test Server forum post. Devs, QA, and Community will be going through these frequently, but it’s likely we won’t have time to respond to most issues or posts directly.
7. Player wipes can happen on the Public Test server.
· Depending on what kind of testing we need to do, we may wipe all Public Test characters. Don’t get too attached to them!
8. Public Test Server won’t always be the latest and greatest features and content.
· After a major game update, the Public Test Server may have the same features and content as the live servers.
· When the next batch of features of content is ready to be put onto Public Test, we’ll be sure to make an announcement in the forums.
9. The Public Test Server is located on the US East Coast.
· Depending on your location, latency and server lag may be more prevalent.
You can find the Test Server client here.
-
Re: Public Test Server is Active!
Post contenente current Patch Notes
Battle Flow Improvements - The flow of combat in the live hex system can be tough to understand and predict, and can give the sense of chaos as opposed to appropriate tactical choices as forces move from one target to the next. We'd like to attempt a different approach that we think will improve the flow of battle significantly.
- We have vastly reduced the connections available on the map
- Each region is connected to only a handful of other regions, creating clear conquest lanes
- This will better direct players to the next fight, and allow you to predict the best places to set up defenses
- Vast areas of the continent are now part of the Neutral Zone
- There are no restrictions or benefits to this zone
- The Facility Forward Spawns have been removed - in their place are new Small Outposts
- These function just like other Small Outposts. Their layouts are very similar to what the Forward Spawns were, plus the addition of Allatum Botany Wing and Saurva South Satellite.
- Capture times are no longer impacted by Influence
- Some underutilized outposts have been removed as they did not improve the new conquest flow
- Nanite Pump Station
- Archaeological Dig Site
- ARC Bioengineering
- Leopardwood Nursery
- Spec-Ops Training Camp
- Lost End Outlook
- Mesa Comm. Station
- Blackshard Platinum Mine
- Some outposts were moved to locations that better serve the new conquest flow on Indar
- Ceres Farms
- NS Secure Data Labs
- Seabed Listening Post
- Nearly every outpost on Indar received some work to help secure the spawn rooms and the capture points. Our goal was to make it make it much tougher to impact these areas from vehicles
- Crown Capture Points relocated. We moved two capture points for the Crown down onto the nearby bridges. We also moved the spawn room back into the tower
- New Roads have been added to match the conquest lanes created with the new Hex map. They are…
- From Indar Bay Point to Sandstone Gulch.
- From West Highlands Checkpoint to Indar Comm Array to Dahaka Southern Post
- From West Highlands Checkpoint to Allatum Broadcast Hub
- From Gravel Pass to Blackshard Iridium Mine
- We also removed some roads to better direct traffic along the conquest lanes. These areas remain passable terrain, we just removed the road.
- From Allatum Research Lab to Hvar Northgate Garrison
- From West Highlands Checkpoint to Allatum Research Lab
- From West Highlands Checkpoint to Quarts Ridge Camp
- From Gravel Pass to Tawrich Tower
-
Re: Public Test Server is Active!
GIEV
GIEV GIEV GIEV
do want
-
Re: Public Test Server is Active!
ho avuto higby in team per qualcosa come, 5 minuti ahhaha, ero tutta eccitata, volevo mandarlo affanculo per tutti i bug che ci sono sui server live ma mi sono trattenuto
p.s.
è un altro gioco.
-
Re: Public Test Server is Active!
http://i46.tinypic.com/303jv3q.jpg
minchia è bellissimo, hanno tolto 8mila hex inutili, le basi periferiche alle facility ora sono dei veri e propri outpost, ne hanno aggiunti di nuovi e reworkati quelli esistenti, tipo Allatum ora è belliffimo, si fighta duro e crudo
-
Re: Public Test Server is Active!
-
Re: Public Test Server is Active!
http://cloud-2.steampowered.com/ugc/...2CC0627E5BC6E/
il timer di dahaka è 6:43, praticamente ora i timer sono Standardizzati per ogni outpost/facility
e sono i seguenti
4 minuti per le basi piccole
7 minuti per gli outpost piu grandi
10 minuti per le facility!
e non c'è più il rapporto 0/6 e via dicendo
ah e in sotto l'enemy activity ora si può vedere pure l'ally activity! tipo che ne so, friendly activity, allied platoons etc etc
-
Re: Public Test Server is Active!
latest patch notes
The Test Server has been updated to reflect the following changes:
- Tank Mines have had their size and collision scaled up.
- Removed forced weapon swap after deployment.
- Improved traction for the Flash has been implemented.
- Proximity Repair system should properly award support XP to the owner if they are not in the driver seat
- Turret shadows should rotate with the turret appropriately
- Removed capture bonus time for standing at the cap point. Standardized uncontested capture times are:
- Small Outpost = 4 minutes
- Large Outpost = 7 minutes
- Facilities = 10 minutes
- Ally activity is now displayed on the map.
- Capture progress is now displayed on the map.
- Removed blinking map regions.
- Medals are now displayed in the loadout from the main Class screen.
- Added a supply button to the loadout on the main Class screen.
- Locked gear and weapons can now be viewed and unlocked from the loadout screen.
- The Squad listing in the social window should now display additional squads when scrolling down.
- Players can now preview vehicle items, decals, and tints.
-
Re: Public Test Server is Active!
ma la preview delle armor camo c'è già in game?
-
Re: Public Test Server is Active!
-
Re: Public Test Server is Active!
O M F G C LO U D
http://cloud-2.steampowered.com/ugc/...9EB3652FF5FD9/
ci sono poi numerose armi non utilizzabili ma con già la descrizione, per non parlare di una vagonata di slot tuta e abilità diversi, tra il melee boster, metabolysm, icarus jetpack e almeno 5 nuovi cloacking dell'infiltratore :O da quella che ti fa sprintare di più una volta hiddato ma con malus al danno subito a quello dell'invisibilità totale ma con durata più breve e via dicendo
http://cloud-2.steampowered.com/ugc/...1B82BBBDF1058/
http://cloud-2.steampowered.com/ugc/...91BCDF7EF6473/
http://cloud-2.steampowered.com/ugc/...38CE2014D1869/
http://cloud-2.steampowered.com/ugc/...8AA4B64957D99/
-
Re: Public Test Server is Active!
scorgo un futuro pieno di lavoro per il mio medico :drop:
-
Re: Public Test Server is Active!
Quote:
Originally Posted by
Q(F)M
scorgo un futuro pieno di lavoro per il mio medico :drop:
c'è qualcosa anche per il medico :)
http://i48.tinypic.com/j9pnc7.jpg
poi aggiungo quello che ho trovato in giro!
http://imgur.com/a/6xZBO
Interesting things I saw in TRVR.
-Three new SMGs with descriptions (More accurate one/more damage one/faster shooting one)
-All those pistols from beta got models
-Melee Booster (Backstabs Ahoy) and "Deployable Object Avoidance" suits for the Infiltrator (Future Sentry guns?)
-Two new MCG variants, one touted as "More maneuverable" and the other as the "TR's Mobile Turret"
-An NS anti armor flamethrower (in addition to the Anti Infantry one from beta)
-An NS "Frag Cannon" (read Grenade launcher) for Max Suits
-An ES Rocket Launcher arm for Max Suits
-A Deployable Shield Wall that blocks "small arms fire" for Engineers (replaces MANA Turret)
-Engineer's "Decontructer" Repair tool that heals allied stuff and Hurts enemy stuff (Sounds kinda Useless)
-Medic Nano Emitter, Description makes it sound like a deployable version of the existing Nanite Heal aoe.
-Medic "Nanite Burst", No description but intuition says it's probably an insta heal.
-Medic "Aegis Barrier", No description but intuition says it's probably a shield.
-
Re: Public Test Server is Active!
-
Re: Public Test Server is Active!
Quote:
Originally Posted by
Cloud Wallace
cosa cazzo è la BRO-GUN?
http://www.troll.me/images/bed-gun/whatchu-say-bro.jpg
-
Re: Public Test Server is Active!
omfggg
We have a new build up on the public test server for everyone to check out. There are a number of changes associated with it, but here’s some of the stuff that jumped out at me:
- The Harasser buggy is now available to all factions on test server
- A three person vehicle with a driver, a gunner, and a (MAX capable) rumble seat
- The map and minimap should now respect your empire color selections
- VR zone consumables no longer eat your resources when resupply them
- Explosives that are set to auto resupply will now attempt to purchase up to the max equip count for an item based on your available resources
- Placed deployables should no longer disappear (to your client) when a you travel 300 meters away from them
- Added a toggle for the empire-colored explosion animations on the map
- Single Use Camos are being hidden in the marketplace. Very few people use/purchase them and with the recent loadout changes that show unpurchased items they are bloating the UI.
- Refactored the Map UI so it’s performance should be significantly improved with the new hex system
- The new MAX abilities didn't make this build but they are super close to hitting test, so keep an eye out over the next few days – it shouldn't be too long.
As always, we're eager to hear any feedback you guys have. Thanks!
omffggg la buggy!! e la zona tutorial appena entri con un pg nuovo!! ti spiega le basi, figata epica :D
e c'è il bottone teletrasportati a Hossin lol, però non funzia :P
-
Re: Public Test Server is Active!
se la buggy è fatta di cartapesta la vedo poco utile, a meno che in torretta non gli puoi montare roba seria (anticarro) per fare tipo hit-and-run
-
Re: Public Test Server is Active!
Quote:
Originally Posted by
Cloud Wallace
se la buggy è fatta di cartapesta la vedo poco utile, a meno che in torretta non gli puoi montare roba seria (anticarro) per fare tipo hit-and-run
gli puoi montare tutto!!!!!!!!!!!!!! saron/enforcer/vulcan/fury/WALKER/RANGER/CANISTER/PPA/HALBERD/BULLDOG e via dicendo looooool!!
ha pure la flak armor e tanka a schifooooo, gli puoi pure mettere il max dietro :O :O :O
e ha pure gli stessi slot difensivi di un lightning, può avere il turbo, il radar da 50 metri, e può avere il coso per passare attraverso gli scudi, L M A O !!!
e i max sono follia, pura follia, sarà impossibile guidare tank LOL
-
Re: Public Test Server is Active!
ho fatto un pò di un evento sul test server... omfg lo ZOE... il max vanu se va live così caga in testa a qualsiasi cosa in game :O
si muove talmente veloce che è impossibile hittarlo, sembra michael jackson sotto droghe afnetaminiche/speed che fa moonwalking instagibbando tutto, è impossibile kitarlo ne tantomeno fightarlo 1v1, magari gli farete male ma vi SBRAGHERA IL CAZZO! XD
detto questo ho beccato buzzcutpsycho sul test server col suo outfit di pagliacci, ringrazio dio che non siamo sul suo server, mi sta proprio sul cazzo
si è messo pure a spararmi con tutto l'outfit asd
http://cloud-2.steampowered.com/ugc/...26DCAA82E31A6/
http://cloud-2.steampowered.com/ugc/...36B996D1CC96B/
http://cloud-2.steampowered.com/ugc/...DC215F111DF9A/
le torri AV alla base SE di Zurvan, bardatissime
http://cloud-2.steampowered.com/ugc/...69918C5320D17/
http://cloud-2.steampowered.com/ugc/...85F461FC9A28F/
-
Re: Public Test Server is Active!
live sul test server: ALLLLLLELLUJAA ALELUJAAA ALLELUJAAHH ALLELUJAAA
SCU changes and Cap Time Adjustments
SCU overload time changed to 60 seconds
SCU shields now come down at the 2 minute 30 second mark
SCUs now shut down all terminals, turrets, spawns, spawn doors and the spawn room pain field when it explodes
han messo il tutorial sul test server
-
Re: Public Test Server is Active!
quindi si tornerà alla situazione dove per cappare una base devi avere una squadra fissa sulla flag (tutti afk, just in case) e un plotone davanti allo spawn room a camperare le porte fino a 2:30min, poi SCU down e dopo 1 min assrape degli stronzi rimasti.
Spero mettano più tunnel da spawn alla stanza scu come nelle amp station, se no è useless
-
Re: Public Test Server is Active!
Quote:
Originally Posted by
Cloud Wallace
quindi si tornerà alla situazione dove per cappare una base devi avere una squadra fissa sulla flag (tutti afk, just in case) e un plotone davanti allo spawn room a camperare le porte fino a 2:30min, poi SCU down e dopo 1 min assrape degli stronzi rimasti.
Spero mettano più tunnel da spawn alla stanza scu come nelle amp station, se no è useless
wut? c'è comunque da vedere cosa di questi cambiamenti vada live insieme al lattice o se non prima, se non avessi visto lo screen della mappa rifatta del lattice potrei dire che arrivava già sta week ma a quanto pare voglion far le cose coi controcazzi quindi fine maggio imho
cmq posto patch notes cosi vedi che han bilanciato anche i timer di cattura :)
so much win
Capture Time Adjustments
- Small Outposts = 2 minutes
- Large Outposts = 3 minutes
- Facilities = 5 minutes
Quote:
Here's another quick update on the big ticket stuff we've recently pushed to Test Server:
Quote:
Interactive Tutorial:
- When creating a new character, players will now have the option to participate in a brief tutorial covering the most basic mechanics of PlanetSide 2.
- This can be skipped via a checkbox on the character customization screen
- Existing characters can also run the tutorial at any time by going to the Support page and selecting the Go to Tutorial option.
Covers:
- Accessing main menu
- Movement
- Gravity Pads
- Control Points
- IFF Shields
- Equipment Terminals
- Recognizing Friend from Foe
- Spotting
- Basic Combat
- Teleporters
- Spawning
- Redeployment
- Warpgate Terminals
- Instant Action
You guys have already seen various permutations of these as they've been developed, but just to make it official...
MAX ability updates:
- New VS MAX Ability: Zealot Overdrive
- Increases movement speed while active
- Speed buff does not increase with cert level
- Decreases armor effectiveness while active
- Increases weapon damage while active
- Damage increases with cert level
- New NC MAX Ability: Aegis Shield
- Shield absorbs all incoming frontal damage while active
- Max is still vulnerable from the side and rear.
- Shield has large health pool and fast regen rate
- Health pool increases with cert level
- New TR MAX Ability: Lockdown
- Increases fire rate, projectile speed, and reload speed when deployed
- All these stats increase with cert level
- Locks down the max into position and limits their turning radius until undeploying
These still need tuning and balancing, so keep the feedback coming
- SCU changes and Cap Time Adjustments
- SCU overload time changed to 60 seconds
- SCU shields now come down at the 2 minute 30 second mark
- SCUs now shut down all terminals, turrets, spawns, spawn doors and the spawn room pain field when it explodes
Capture Time Adjustments
- Small Outposts = 2 minutes
- Large Outposts = 3 minutes
- Facilities = 5 minutes
Battle Flow Improvements
We are messing with Esamir's map pretty hard, so steer clear or expect some significant broken-ness for the near future. Test will be catching the continent at various states of undress, so be advised.
Thank you all for the continued support on Public Test server - we appreciate everyone that takes the time to help us improve the game!
cazzeggiando ho pure scoperto che c'è già una camo per hossin, (ha un pattern e dei colori nuovi, they want our $$$$$$$$) e un nuovo elmo molto sci-fi a quanto pare per tutte le classi
http://cloud-2.steampowered.com/ugc/...2DEA3B8190FC5/
-
Re: Public Test Server is Active!
Vanguard lumifiber sul test server (che non comprerò asd) e una nuova decorazione
la cosa interessante è quest'elmo che molto probabilmente con il toggle si potrà aprire chiudere (Swagghissimo)
http://cloud-2.steampowered.com/ugc/...69875F56F8E96/
la camo nuova
http://cloud-2.steampowered.com/ugc/...03DBBB40E25E4/
-
Re: Public Test Server is Active!
-
Re: Public Test Server is Active!
@gisgo queste son le stats dell'enforcer sul test server, e invece l'enforcer canister (lo shotty) ha il caricatore portato da 3 a 5, e può essere certificato per 500 cp il 6o round nel magazine, quindi sarà abbastanza lolloso, se il fury viene nerfato potrei anche prenderlo come variante AI, farà lollare, però costa 1000 certs, mentre l'enforcer 250
http://i.imgur.com/nGDoZnV.jpg
-
Re: Public Test Server is Active!
-
Re: Public Test Server is Active!
-
Re: Public Test Server is Active!
a cosa serve l'IR se non spotta? Grazie SOE, al posto di rendere il termico migliore rende l'IR peggiore, GG
PS:
https://www.youtube.com/watch?featur...;v=k9_xiWDUdT0
http://2.bp.blogspot.com/_7G6ciJUMuA...yo+dawg+31.jpg
-
Re: Public Test Server is Active!
Quote:
Originally Posted by
Cloud Wallace
no ma il termico è migliore, sul test esattamente come l'ir attuale live, cioè fino 185/190 metri spotti la gente, e fino a 350 di semplice visione, mentre il Night Visiong che giustamente non è Infrared illumina gli ambienti bui, è più realistico
Tradotto, ME GUSTA, sei un pezzente? prendi il NV e di notte ci vedi ma non hai l'edge, c'hai le cert? pigli il termico che finalmente ha il suo ruolo.
GG
OMFG QUEL VIDEOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOO, ok.... devo andare a lavorare :| quando buttano fuori che si possono mettere più oggetti appearence sui veicoli è la fine
-
Re: Public Test Server is Active!
allora ridatemi indietro le cert che ho speso sull'IR su tutti i veicoli, grazie... Oppure mettete un cazzo di robo che costa SC che fa respeccare le cert!!!
-
Re: Public Test Server is Active!
Patch Notes! 13/07/2013
Test Patch Notes
General Updates
Implants!
…are totally in a half-implemented state on test. You can see some stuff in the UI, but it isn’t all there, so it’s broken and not ready for testing yet. Sorry. We’ll hopefully get that sorted early next week.
Environment Updates
Esamir Lattice
The lattice system already in use on Indar is now active on Esamir.
Facility Capture Time Tuning
- All Amps and Tech on Indar/Amerish cap in 7 minutes instead of 10
- Biolabs on both continents will cap in 7 minutes if you own the majority of the cap points (2/3 or 3/4). If you own all CPs, it will cap much faster
Infantry Updates
Weapon Tuning
M20 Basilisk
- Damage fall off now begins at 75 meters instead of 50 meters
- Minimum damage increased from 175 to 200
- Minimum damage range increased from 100 to 200
M20 Drake
- Damage fall off now begins at 150 meters instead of 100 meters
- Minimum damage increased from 175 to 200
Certification Tuning
All classes other than HA and MAX should now have the following costs on the Ammunition Belt cert lines across all factions:
- Rank 1: 1 CP
- Rank 2: 10 CP
- Rank 3: 100 CP
- Rank 4: 1000 CP
Heavy Assault should have the following costs on the Ammunition Belt cert lines across all factions:
- Rank 1: 50 CP
- Rank 2: 500 CP
Advanced Shield Capacitor has been improved:
- Rank 1: Damage recharge delay reduction changed from .5 to .8 seconds
- Rank 2: Damage recharge delay reduction changed from 1 to 1.6 seconds
- Rank 3: Damage recharge delay reduction changed from 1.5 to 2.4 seconds
- Rank 4: Damage recharge delay reduction changed from 2 to 3.2 seconds
- Rank 5: Damage recharge delay reduction changed from 2.5 to 4 seconds
UI Updates
Added More Unique Spot Icons
Added new spot icons for the following:
- AV Turret (both facility and Engineer deployed)
- AI Turret (both facility and Engineer deployed)
- Facility AA Turret
- All vehicles use their mini-map icon
- Tank Mines
HUD Indicator Pass
- Destroyed vehicles and turrets now remove their indicators
- Empty ally vehicles will now show an indicator if you target them
- Platoon members no longer show all names and extra info for up to 70 meters
- Range-wise, they’re now treated like other allies
- Squad mates still show as before with no range limit
- Medics will now see the "needs heal" indicator when an ally is at less than or equal to 50% HP
- Spotting while zoomed should no longer be harder to do than spotting from the hip
- Dead squad members will now show the dead icon no matter how far away they are
Vehicle ESF Updates
Still some things in progress, but here’s what has made it to test so far:
Default cannons have been re-tuned. Some adjustments have been done to the empire specific characteristics and some are across the board.
New Descriptions:
- “The Saron Laser Cannon is the standard air superiority nose cannon for the VS Scythe. Its specialized rounds can be reloaded quickly and travel faster than standard rounds.”
- “The M20 Mustang is the standard air superiority nose cannon for the NC Reaver. Its high caliber rounds allow it to do more damage up close and at range.”
- “The M18 Needler is the standard air superiority nose cannon for the TR Mosquito. Its small caliber rounds allow it to sustain fire for longer and at a higher fire rate.”
Fire rates have been slowed
Mosquito retains the fastest fire rate.
- Saron Laser Cannon: Fire Rate reduced from 82 to 85
- M20 Mustang: Fire Rate remains at 90
- M18 Needler: Fire Rate reduced from 75 to 80
Magazine sizes increased
The sustained fire of these cannons should be longer than before. The Needler gains a larger clip and can sustain fire the longest.
Saron Laser Cannon:
- Magazine size increased from 50 to 60
- Magazine Size certifications reduced from 6/9/12/15 to 2/5/7/10
- Ammo Capacity Increased from 600 to 720
- Ammo Capacity certifications remains 60 per rank
M20 Mustang:
- Magazine size increased from 50 to 55
- Magazine Size certifications reduced from 6/9/12/15 to 2/5/7/10
- Ammo Capacity Increased from 600 to 660
- Ammo Capacity certifications reduced from 60 per rank to 55 per rank.
M18 Needler:
- Magazine size increased from 50 to 75
- Magazine Size certifications reduced from 6/9/12/15 to 2/5/7/10
- Ammo Capacity Increased from 600 to 900
- Ammo Capacity certifications increased from 60 per rank to 75 per rank.
Damage has been adjusted
This is to offset the fire rate reduction and to make the TTKs more even. Reaver retains the highest damage but also kills slightly faster.
- Saron Laser Cannon: Max damage increased from 325 to 375
- M20 Mustang: Max damage increased from 400 to 420
- M18 Needler: Max damage increased from 300 to 375
Damage fall-off has been added.
Fall off for the Reaver starts at a farther range.
Saron Laser Cannon
- Inflicts maximum damage up to 200 meters
- Minimum damage inflicted beyond 325 meters
- Minimum damage is 255
M20 Mustang
- Inflicts maximum damage up to 225 meters
- Minimum damage inflicted beyond 350 meters
- Minimum damage is 290
M18 Needler
- Inflicts maximum damage up to 200 meters
- Minimum damage inflicted beyond 325 meters
- Minimum damage is 245
Cone of Fire has been normalized to 0.3 degrees:
- Saron Laser Cannon: CoF reduced from 0.4 to 0.3 degrees
- M20 Mustang: CoF remains 0.3 degrees
- M18 Needler: CoF remains 0.3 degrees
Time to reload reduced on the Scythe.
- Saron Laser Cannon: Reload speed reduced from 2.5 seconds to 2 seconds
- M20 Mustang: Reload speed remains at 2.5 seconds
- M18 Needler: Reload speed remains at 2.5 seconds
Projectile speed has increased for the Saron, but remains the same for Mustang and Needler:
- Saron Laser Cannon: Projectile speed increased from 600 mps to 800 mps
- M20 Mustang: Projectile speed remains at 750 mps
- M18 Needler: Projectile speed remains at 750 mps
Rotary cannons have been re-tuned
Some adjustments have been done to the empire specific characteristics and some are across the board.
New Descriptions:
- “The Hailstorm is a high damage, close range cannon that can unload rounds quickly. Its specialized rounds can be reloaded quickly and travel faster than standard rounds. VS use only.”
- “The Vortek Rotary is a high damage, close range cannon that can unload rounds quickly. Its high caliber rounds allow it to do more damage up close and at range. NC use only.”
- “The M18 Rotary is a high damage, close range cannon that can unload rounds quickly. Its small caliber rounds allow it to sustain fire for longer and at a higher fire rate. TR use only.”
Fire rates have been slowed across the board.
Damage increased so TTK remains near the same.
- Hailstorm Turbo Laser: Fire Rate reduced from 50 to 70
- Vortek Rotary: Fire Rate reduced from 60 to 80
- M18 Rotary: Fire Rate reduced from 40 to 60
- Hailstorm Turbo Laser: Damage increased from 308 to 360
- Vortek Rotary: Damage increased from 388 to 500
- M18 Rotary: Damage increased from 237 to 315
Magazine sizes were adjusted
To make the ‘Time Until Dry’ near the same duration. Mosquito retains the fastest fire rate and gains an advantage of a slightly larger magazine.
Hailstorm Turbo Laser:
- Magazine size reduced from 40 to 35
- Amount per certification rank adjusted from 2/5/7/10 to 3/5/8/10
Vortek Rotary:
- Magazine size reduced from 35 to 25
- Amount per certification rank adjusted from 2/5/7/10 to 2/4/6/8
M18 Rotary:
- Magazine size remains at 50 rounds
- Amount per certification rank adjusted from 2/5/7/10 to 3/3/3/3
Damage fall-off has been added.
Fall off for the Reaver starts at a farther range.
Hailstorm Turbo Laser
- Inflicts maximum damage up to 125 meters
- Minimum damage inflicted beyond 250 meters
- Minimum damage is 300
Vortek Rotary
- Inflicts maximum damage up to 150 meters
- Minimum damage inflicted beyond 275 meters
- Minimum damage is 425
M18 Rotary
- Inflicts maximum damage up to 125 meters
- Minimum damage inflicted beyond 250 meters
- Minimum damage is 270
Reload speeds adjusted to be empire specific.
The Hailstorm has the quickest reload.
- Hailstorm Turbo Laser: Time required to reload increased from 1.5 seconds to 1.75 seconds
- Vortek Rotary: Time required to reload increased from 1.5 seconds to 2 seconds
- M18 Rotary: Time required to reload increased from 1.5 seconds to 2.25 seconds
Projectile speed has been increased for the Hailstorm, to give it an empire distinction, but remains the same for Vortek and M18:
- Hailstorm Turbo Laser: Projectile speed increased from 550 mps to 700 mps
- Vortek Rotary: Projectile speed remains at 650 mps
- M18 Rotary: Projectile speed remains at 650 mps
Ammo Capacity
Hailstorm Turbo Laser:
- Ammo Capacity changed from 400 to 350
- Amount granted by certifications reduced from 40 to 35 per rank
Vortek Rotary:
- Ammo Capacity changed from 350 to 250
- Amount granted by certifications reduced from 35 to 25 per rank
M18 Rotary:
- Ammo Capacity remains the same at 500 rounds
- Amount granted by certifications remains the same at 50 per rank
Improved Respawn Logic
Updated facility respawn options to be the following:
- All friendly facilities within one lattice-link to the region the player died/redeployed.
- This includes the current region if it is friendly.
- If there are multiple friendly linked facilities then the player can respawn at any of them.
- Nearest Small outpost by lattice-links, if not already satisfied by #1.
- Nearest Large outpost by lattice-links, if not already satisfied by #1
- Nearest Named Facility (Tech plant, Bio lab, Amp Station) by lattice-links, if not already satisfied by #1
- Warpgate
The above is in addition to any reinforcements needed, Sunderers, and squad spawn options that may be available.
These changes should allow players to always fall back to any linked friendly facility. It also allows players who have multiple access points to a region to respawn at any of those access points. Example: A faction that is attacking Regent Rock Garrison and owns both Xenotech Labs and Scarred Mesa Skydock will be allowed to respawn at either facility if they die at Regent Rock.
VS Audio Overhaul
VS Infantry Weapon fire audio was redone based on community and internal feedback. This includes audio for the Assault Rifle, Carbine, LMG, Sniper Rifle, Pistol, Rocket Launcher and Lasher, as well as suppressed variants for each weapon type.
Bug Fixes
- 1st person MCG anims no longer pop while in ADS and moving around
- 1st person firing animations should now function correctly if you pause firing while moving
- Fixed a problem that caused C4 explosion audio not to play for the first explosion of a new game session
- Players in the rumble seat of the Harasser or Flash will no longer display running animations to remote clients
- Knifing while crouching will no longer make the player model stand up in 3rd person
- Characters should no longer twitch when switching fire modes with the Jackhammer
- Fixed an incorrect reload animation for the T5 AMC
- Corrected incorrect footstep audio playing for all surfaces
- Sparkler ornaments no longer lack color on low and medium graphics settings
- Red dot scopes no longer reset their position on the rail when resupplying
Other Stuff
- Did an FX pass on the new tutorial areas added with GU12
- The low graphic settings cloak effect is now less grey and more transparent
- Enemy explosives can now be spotted
- Adjusted the pitch angle on several of the Harasser weapons so that the player could aim lower to the ground.
- Moving diagonally with Jumpjets/Drifter Jumpjets will no longer exceed the intended movement speed
-----------------------
commenti personali
gg epicness, bug fix, more spotting, giocare medico sarà ancora più piacevole, implants!! basilisk OPNESS e.... Esamir Updateeeeeeeee
-
Re: Public Test Server is Active!
-
Re: Public Test Server is Active!
ho fatto un album su imgur con le screenz
http://imgur.com/a/stzN1
-
Re: Public Test Server is Active!
125 danni una SMG "hard hitting"? Mi sono perso qualcosa? Allora la cyclone è forse una bomba termonucleare?
-
Re: Public Test Server is Active!
la grey scales camo è davvero figa.
peccato che il friendly fire diventerà selvaggio, sembra un tr :asd:
-
Re: Public Test Server is Active!
Quote:
Originally Posted by
Cloud Wallace
125 danni una SMG "hard hitting"? Mi sono perso qualcosa? Allora la cyclone è forse una bomba termonucleare?
ha il danno minimo a 15 metri, che sale a 21 con le soft point, direi gran figata, scala meno delle altre smg sulla distanza, rendendola una smg migliore a mid-range rispetto alle altre, ottimo direi!
non è op e filla un certo ruolo, gg
-
Re: Public Test Server is Active!
Omfg questa changelog è Assoulutamente gamechanger, ancora un altro game update che rivolterà tutto :O
Quote:
Test is going to be in an odd state of flux for the next week or so. As a result, you may see a number of incomplete/partially implemented features that aren't yet ready for testing - so these notes are only going to point you guys to look at a subset of what’s actually there. We’ll do our best to clean up the loose ends as soon as we can.
All that said, there are still some significant areas of the game that are ready for feedback and testing:
Physics and Projectile System Improvements
This has some far reaching ramifications, but the key things this hopefully does for you guys include:
- Fix for guided rockets not traveling the correct path on other clients
- Fix for projectiles not rendering when shot out of render distance (looking at you AV MANA turret)
- Fixed Striker missiles flying through terrain and buildings and still hitting targets
- Victims of the Phoenix missile should no longer see the projectile adjust course quickly within 10m and then detonate
- Air to Air rockets won’t look like they’re bouncing back and forth to remote clients
This was dangeroso code to touch, so we’re interested to see if there were any unintended consequences we haven’t caught yet. Let us know if you find anything unusual.
Infantry Tuning
It’s still pretty early for these, but we wanted to get feedback as soon as possible.
- These haven’t seen any significant testing yet so we’re definitely anticipating we may need to make some changes, so don’t be shy.
- We’re not releasing numbers/data for these yet, but as things start to solidify we’ll remedy that.
- Please let us know how you think these changes hold up in action.
- Flak Armor changes (Infantry only)
- Flak Armor will now also be affective against the direct impact damage of explosive projectiles. Includes:
- Rocket Pods
- Rocket Launchers
- Grenade Launchers
- MAX AV weapon update
- Damage vs. Infantry being reduced (vehicle damage is unaffected)
- NC Raven
- NC Falcon
- TR Fracture
- TR Pounder
- VS Comet
- Damage vs. infantry being increased
- Other changes
- NC Falcon projectile acceleration and max speed being slightly increased to extend its effective range and bring it more in line with other MAX weapons.
Drifter Changes
We’ve been messing around with ways to try and help make Drifter Jump Jets more interesting/useful. Here’s what we did:
- Drifters now provide a greater initial height boost (~3 meters)
- Initial fuel cost has been increased
- Fuel consumption slightly reduced to compensate for initial fuel cost increase.
- Repeatedly tapping the Jump jet key will now slightly increase height at the cost of fuel
- Descriptions updated
We’re not sure if this is precisely where we want these though, so we’re really interested in your feedback to see if these changes are worthy of pushing to Live or if we need to do some more refining first.
Certification Clean Up
In an effort to clean up the certification trees, we’ve cleared out all the weapons you don’t own so they don’t display in the certs area until you actually purchase them. And unlike what we mistakenly pushed live a little while ago (hotfix pending), we now should account for the need to upgrade your engineer turrets.
But Wait! There’s More!
- Added a display for Above Mean Sea Level (AMSL) to air vehicles
- Added another “Other” cosmetic slot for the Sunderer
- Made ammo pack indicators smaller
- Changed the rifle pose in 3rd person
- Made alterations to the SCU Room Shield and the Vehicle Gate Shield model
- Hooked up new phalanx turret icons on the squad display
- Added dome shields to Amerish
Bug Fixes
- Added a fix to prevent AOE damage hitting players inside IFF shields from certain angles
- Fix for scope sway persisting into optics that aren’t intended to have any
- Addressed large amounts of interpenetration in the spawn room at Andvari Frozen Reservoir that could cause players to get stuck in spawn tubes
- Fixed a bug that caused Thermal or Nightvision to persist when switching from the gunner seat to the driver seat in the Harasser
- Fixed missing gate shield generators at Freyr Amp Station
- Repeatedly firing single shot weapons before the firing animation ends will no longer cause the weapon’s animation to pop
- Fixed the M12 Kobalt’s thermal optics so they don’t reset/fade in during each reload
- Fixed animation timing on the MSW-R’s cocking lever
- Sunderer exhaust stacks should now display properly for players in first person that are seated in the passenger seat
- Fixed a bug that allowed you to attempt to redeploy with the hotkey from the character select screen
- Fixed missing reload audio for the Lasher X2
- Fixed some alignment issues on the 3rd person Mosquito HUD
- Fixed a broken animation for turning while the ammo pack equipped
- Pilots can no longer utilize free-look to lock on to targets
CLOUUDDD XZIBITTTTT
http://cloud-3.steampowered.com/ugc/...631A7C2C9A85A/
http://cloud-4.steampowered.com/ugc/...A40375567677F/
-
Re: Public Test Server is Active!
they see me rollin.....
PS: logga il pg schiavo! voglio le certz
-
Re: Public Test Server is Active!
Quote:
Originally Posted by
Cloud Wallace
they see me rollin.....
PS: logga il pg schiavo! voglio le certz
mi so rotto er ca