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  • Game update 1 patch notes

    http://forums.station.sony.com/ps2/i...pdate-1.64525/

    This is not the performance patch. That patch should be comming in January, according to Smedley.

    Don't forget to delete your .ini file!



    All servers will come down at 6 AM PT for Game Update 1. Downtime is anticipated to be less than two hours. Players may notice the following changes.


    General:

    Horns are now available for the Sunderer and Flash! Check the Depot under Vehicle Gear.
    New weaponry is currently being issued to all three empires. If you are looking for a new light machine gun or assault rifle, head to the Depot and check them out.
    A number of changes have been made to Vehicle and Aircraft weaponry. Please see the Vehicle notes below.
    Fixed a few crash bugs and provided some optimizations to improve gameplay.
    Players may now make multiple characters on the same server.

    Notable Bugfixes:

    The NS-11 Platinum should now properly unlock medals.
    The Facebook Promotional Weapons should now properly unlock medals.
    Players should no longer be able to spot enemies without a line of sight.
    The Gauss Compact S will now provide players the ability to aim down sights and strafe more accurately.
    Destroying enemy terminals will no longer provide a Kill stat.
    The Light Assault Jumpjet will no longer break if you run into terrain while in flight.
    When holding down push to talk it should no longer become "stuck" when released.
    The NS-11 will now have a sound indicating it is being reloaded.
    Spawning a vehicle in the warpgate will no longer cause players to fall through the world.
    The TX2 Emperor should now provide the correct damage level to targets.


    Vehicles:

    The tail gun on the Liberator is now located on the back of the tail wing and not underneath it. This provides a greater coverage for all tail gun variants.
    Aircraft and Phalanx Turret resistance to the following weapons has been reduced:
    M40 Fury
    C75 Viper
    L105 Zephyr
    G30 Vulcan
    M60 Bulldog
    Personal Defense Weapons (on light aircraft only)
    Sunderer resistance to heavy machine guns has been increased.
    All Flak damage has been increased by 5%.
    The Composite Armor tooltip has been adjusted to be more accurate.


    Infantry Weaponry:

    New Weapons:

    The NS Decimator rocket launcher is now available to all empires.

    Terran Republic:
    The TAR will provide the best hip fire of this empires assault rifles.
    The T32 Bull will provide an adaptable solution to long or short range combat but has a slow reload.

    New Conglomerate:
    The Carnage BR is now available. This medium-fast fire rate assault rifle has good hip fire and range limiting recoil.
    The Anchor light machine gunprovided good mobility and a 45 round magazine.

    Vanu Sovereignty:
    The Corvus assault rifle has a slow rate of fire but compensates with deadly accuracy.
    The Ursa light machine gun will provide a slightly lower rate of fire but extreme accurate fire.

    General Weaponry:

    Tank mines can now once again be deployed by throwing them reverting the change made last week.
    Lock on Rocket Launchers will no longer fire without a lock on.
    Extended ammunition attachments will no longer provide more ammunition capability than intended. They all will now provide 4 more rounds.
    A small increase in movement accuracy with iron sights was made on on slower assault rifles, carbines, and light machine guns.
    A small decrease in movement accuracy was made with the 40 round assault rifles and carbines.
    The NC Gauss and Gauss S now have increased projectile speed.
    The Cycler TRV now has reduced hip fire accuracy.
    The Razor GD-23 now has reduced recoil for the first shot.
    The TR CARV and CARV S now have increased equip time.
    The LA80 projectile speed has been reduced to put it in line with the other empire sniper rifles.


    Vehicle Weaponry:

    Aircraft:

    M20 Drake:
    Previously the M20 Basilisk, this weapon has increased top end damage. It also has a longer range before damage fall off occurs.

    M60-A Bulldog:
    Previously the M60 Bulldog, this aircraft weapon has had the following changes:
    Magazine size has been reduced from 10 to 6.
    Magazine size certifications now 1 round per rank increase.
    Projectile speed has been increased
    Direct hit damage has been increased
    Splash damage will no longer damage heavy armor.
    The M60-A has a faster projectile than its ground based variant the M-60G.

    A30 Walker:
    This is now the air variant of the Walker weapon system.
    The reticule and first person tracer have been changed to make them easier to see.
    Projectile speed is slower but drop has been reduced.
    Damage has been increased overall.


    Light Aircraft Rocketpods:
    Blast radius in which maximum damage occurs has been reduced. This does not change the size of the blast radius.
    Damage against Sunderers and Aircraft have been reduced.
    Significantly reduced damage against Phalanx turrets.


    Liberator AP30 Shredder:
    Damage has been increased at close ranges.
    Magazine size has been increased to 50.

    Reaver Air Hammer:
    The projectile spread has been tightened up.
    Damage per projectile has been increased.
    Damage fall off will occur at a further distance.


    Ground Weaponry:

    The Lightning Skyguard Turret has increased projectile speed and it's reticule has been adjusted to use the Terran Republic Burster MAX reticule.


    C75 Viper:
    Direct hit damage increased
    Increased maximum blast radius damage

    M40 Fury:
    Reduced damage against heavy armor.
    Upped direct hit damage and blast damage.

    Anti-Personnel Phalanx Turret:
    Cone of Fire tightened up a bit
    Slight adjustments to heat. Will cool off a bit faster and take a little bit longer to overheat.
    Pushed out range where projectiles start to lose damage significantly.


    World:

    The main shields at Tech Plants are now operated by two generators in the outlying buildings. These shields now have icons that display the status of the generators.
    Frosbite Harbor Spawn Room now has a pain field.
    The grav pads at the Dahaka Amp Station western forward spawn are now functional.
    Players are no longer able to spawn at Sungrey Amp Station when the SCU has been destroyed.
    Enemy projectiles will no longer go through the Biolab Gate Shields.
    Players still in a vehicle once the pilot has logged off will no longer disconnect.
    The Phalanx Turret has increased projectile speed and it's reticule has been adjusted to use the MAX burster reticule.

    UI:

    The Regen benefit of a Biolab will now display on the Tab scoreboard.
    All Heavy Assault ability items are now using unique icons.
    Platoons should now longer state they are “full” when all squads have squad leaders and there is still room for more members.
    SAS-R and Impetus optics will now display a description when hovering over with a mouse.
    The TS4 Haymaker and FA1 Barrage now have a tooltip when mousing over the progress bar.
    Moving a player to another squad will no longer boot them from a Squad/Platoon locked vehicle.
    Players removed from a Squad or Platoon channel will no longer be able to use that channel.
    Unoccupied Phalanx Turrets should now display “Press [E] to Enter” messaging.


    Visual:

    The NS-11 Platinum and Ns-11A rifles are no longer the same color.
    The Sunderer Smoke Screen will no longer hide decals.
    Lightning Hood Ornaments will no longer be placed on top of decals.
    New Conglomerate African Forest Weapon Camo no longer displays Vanu Sovereignty coloring.
    A MAX unit will no longer appear to float while descending on a Grav Pad.
    Purchased Weapon Camo will no longer be cleared when a weapon trial ends.
    The Engineering Repair tool is now black.
    Main Battle Tank and Lightning armor should no longer cover decals.
    The Lasher magazine will now reload and no longer “floats” if the player is sprinting.
    The NC Gauss Compact S Underbarrel weapons will now show a reloading animation correctly.
    A player will no longer siplay headless and frozen in a riding pose when killed on a Quad.
    Last edited by Mosati; 12-12-2012, 09:28 AM.

  • #2
    Re: Game update 1 patch notes

    They slowed the projectile on the walker? That seems like a very odd choice, considering how bad it is currently. Guess we'll have to see if the better dmg and less drop makes up for it.

    Comment


    • #3
      Re: Game update 1 patch notes

      Looks interesting!

      Comment


      • #4
        Re: Game update 1 patch notes

        They should have buffed the sky guard damage instead. Also, the change to fighter rockets vs sunderers is lame. It already takes a lot of rockets to take out a sundy. With this change, it will be close to impossible for a fighter to take out a sundy that is getting repaired.
        |TG-73rd|Socomseal
        |TG-73rd Member| Former TG Irregular ArmA Platoon Leader| Former TG ArmA Admin XO| TG Pathfinder - Spartan 1 |TGU ArmA Instructor |Former TG-18th Member| |Former TG-1st Member|

        "Its easy to argue about issues from afar. But until you have experienced the issue first hand, you have not seen all the facts."

        Carver you will be cut off for a long time before reinforcements can reach you "I am the reinforcements the main force is only coming to bring me body bags and to clean up the mess Im about to make" - General Carver

        Comment


        • #5
          Re: Game update 1 patch notes

          Good. The air power already has the Epic Zephyr/Dalton Liberator.

          Comment


          • #6
            Re: Game update 1 patch notes

            Originally posted by Feriluce View Post
            They slowed the projectile on the walker? That seems like a very odd choice, considering how bad it is currently. Guess we'll have to see if the better dmg and less drop makes up for it.
            It seemed to me that the walker already had super slow bullet speed. I mean I would shoot and be able to count to five before the round got there it seemed to me. I'll be happy to test it though. If they make it useable I would get it; bc better aa protection is clearly the best choice when flying without reaver support.

            +Seems they took out the defensive capability of the techplant. Granted maybe it was too easy to defend (e.g. Enclave holding Tarwich for 3 days). It seems to me it might be too hard now but we'll see offc.

            Comment


            • #7
              Re: Game update 1 patch notes

              Tech Plant defense is going to be different, and is going to require the proper set up for defense versus running around like chickens with their heads cut off. It illustrates the emphasis SOE has put on the offensive aspect of the game.

              For proper defense of either an amp station or TP, we definitely don't put forward a large enough force to be effective in doing anything more than defending shield gens and what not.


              Originally posted by socomseal93 View Post
              They should have buffed the sky guard damage instead. Also, the change to fighter rockets vs sunderers is lame. It already takes a lot of rockets to take out a sundy. With this change, it will be close to impossible for a fighter to take out a sundy that is getting repaired.
              A single ESF, which is more interceptor than ground attack, has too easy of a time taking out ground targets. Groups of Reavers will still be extremely effective, but the single reaver tarding around a continent popping sundys was a bit lame. That's what a lib is for.

              Comment


              • #8
                Re: Game update 1 patch notes

                Don't forget to delete your .ini file!

                Could you please tell me why we need to delete our .ini file?
                sigpic

                Comment


                • #9
                  Re: Game update 1 patch notes

                  Originally posted by Toddshooter View Post
                  Could you please tell me why we need to delete our .ini file?
                  Common practice to delete the useroptions.ini file after every large update to avoid crashes and the like.

                  Comment


                  • #10
                    Re: Game update 1 patch notes

                    Originally posted by Toddshooter View Post
                    Could you please tell me why we need to delete our .ini file?
                    So the game can rebuild the ini file inclusive of any new parameters created during the patch. Basically to ensure no issues crop up.

                    Comment

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