Announcement

Collapse
No announcement yet.

Gu06

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Gu06

    http://forums.station.sony.com/ps2/i...review.111452/


    Alerts System:
    The new Alerts system is a dynamic server controlled system that initiates server-wide game events. When an Alert triggers, players will have a set amount of time to achieve the Alert goals. Players on the victorious Empire, regardless of where in the world they are, will receive a large bonus when the Alert is completed, and all players fighting within an Alert area will receive bonus XP. The first Alerts that we've implemented are continental conquests, but in the future we plan on adding more, such as: controlling the most of a certain facility type, or controlling the most of a certain type of resource.
    There are two ways to win the Alert; a "Dominating Victory", in which the empire controls 100% of the goals, and a "Normal Victory", where they control a larger percentage to the other empires when the timer expires. In a Dominating Victory the Alert ends immediately and the entire Alert reward goes to players in that empire, in a Normal victory the reward is split based on the % of objectives controlled. Here's a preview of the UI displaying the current Alerts status. There is also a small notification in the main HUD letting you know the time remaining for the current Alert.



    In the above example the reward is 3000xp, if the TR were able to rally and capture 100% of Indar before the time the Alert ends (good luck, guys!) each TR player on the server would receive 3000xp. However, if the territory control stays where it's at, VS players would get the victory and 1260xp, NC and TR players would get a consolation reward of 1050xp and 630xp respectively. Additionally, all players fighting on Indar during the course of the event will be getting a 20% xp bonus.
    This would be a grand idea for TG to make use of.



  • #2
    Re: Gu06

    Originally posted by FullMetalOTN View Post
    http://forums.station.sony.com/ps2/i...review.111452/




    This would be a grand idea for TG to make use of.
    Capping Indar in two hours? It took us almost six to capture Esamir! What makes you think we're able to do that when TR and VS is running around.




    "Certainly, being bombarded with 105 millimeter shells is bad. But the knowledge that you've armed your enemy thus, with your sloth and your ineptitude, unfolds in the heart like a poison." Tycho from Penny Arcade in reference to the nuke in MW2

    Comment


    • #3
      Re: Gu06

      Originally posted by Mech__Warrior View Post
      Capping Indar in two hours? It took us almost six to capture Esamir! What makes you think we're able to do that when TR and VS is running around.
      I'm also TR, He keep rolling even when VS comes from behind we keep going.
      Same works for NS It seems on this server


      Comment


      • #4
        Re: Gu06

        I don't play for xp and I would not care for the game setting arbitrary goals for my platoon or squad.

        Having said that, I recognize that others may find pleasure in this!
        sigpic

        Comment


        • #5
          Re: Gu06

          Originally posted by FullMetalOTN View Post
          I'm also TR, He keep rolling even when VS comes from behind we keep going.
          Same works for NS It seems on this server
          Who keeps rolling? And yes, NC follows the standard zerg rules TR does but sometimes we fight defense battles to the absolute death.

          Oh, I also misread it. I think they mean whoever captures more of Indar than the other guys.




          "Certainly, being bombarded with 105 millimeter shells is bad. But the knowledge that you've armed your enemy thus, with your sloth and your ineptitude, unfolds in the heart like a poison." Tycho from Penny Arcade in reference to the nuke in MW2

          Comment


          • #6
            Re: Gu06

            http://forums.station.sony.com/ps2/i...3-2013.111845/

            All servers will come down for Game Update 06 beginning at 6:00 AM. Downtime is anticipated to be less than 2.5 hours. Players may note the following changes:

            General Updates

            Service Ribbons

            Service Ribbons are quick-to-earn achievements that are repeatable and grant a reward for completing them.
            Service Ribbons are earned by killing enemies with infantry weapons and by supporting your allies. We will be adding more ribbon types (ex: teamwork, base capture, and vehicle ribbons) in future updates.
            Players earn an experience bonus (on top of the normal ribbon experience reward) for the first few ribbons earned each day
            Weapon Ribbons = 10 kills
            Revive Ribbon = 15 revives
            Healing Ribbon = Heal 10,000 points
            Repairing Ribbon = Repair 15,000 points
            Piloting Ribbon = 20 driver assists
            Rewards for each are 250xp
            An additional 500xp if it’s receiving the daily bonus
            Alerts

            This is a new, dynamic, server controlled event system. Alerts are automatically triggered and communicated to players through notifications and the [Tab] screen.
            The Alert type being introduced in this initial phase of implementation is Continent Capture. In Continent Capture, empires will need to control a specific continent within a fixed amount of time. If an empire captures all regions on the designated continent before the timer expires that empire will be declared the winner, ending the alert. If no empire captures all regions within the allotted time, all empires will receive a reward proportional to the territory control (i.e. an empire that owns 40% of the territory will earn 40% of the reward). Players do not have to be on the alert continent to receive the reward. The reward is server-wide.
            While participating in the event areas players will receive a percent increase to their experience rewards.
            We will be adding more alert types in future updates.
            New Membership Benefits

            Members now have access to an additional daily sale
            Members now have access to an additional three character slots as part of their membership
            Client stability improvements

            New in the Depot

            Extra character slots can now be purchased from the Depot
            The new common pool NS-15M LMG has been added to the Depot
            New Mercenary Helmets for Combat Medic and Engineer
            Infantry Updates

            Tank Mines Will no longer arm if thrown on top of a vehicle.

            All Shotguns

            Maximum damage per pellet reduced to 134 damage on all shotguns that previously did 143 damage.
            Slowed down to 700 MS, from 575 MS (now matches assault rifle equip times and not carbines).
            Slug Ammunition

            Slug animation no longer lowers rate of fire when equipped.
            Now reaches minimum damage at 40 meters, reduced from 65 meters.
            Minimum and maximum damage are unchanged on semi-auto and auto shotguns. Pump-action slug ammunition had its minimum damage raised to 400 from 360.
            Iron sights and optics have been realigned to give a better sight picture.
            NC Mauler S6, TR FA1 Barrage, and VS Pandora

            Rate of fire slowed down to 225 RPM.
            Short reload time slowed down to 2050 MS.
            Long reload time is faster at 3350 MS.
            Lowered vertical recoil to 1.3, from 1.5.
            NC Sweeper, TR TS4 Haymaker, and VS Nova

            Rate of fire slowed down to 225 RPM.
            Short reload time slowed down to 2900 MS.
            Long reload time slowed down to 4100 MS.
            Lowered vertical recoil to 1.3, from 1.5.
            NC Piston, TR AS16 NightHawk, and VS Thanatos
            Rate of fire slowed down to 260 RPM.
            Short reload time slowed down to 2600 MS (long reload unchanged).
            Recoil recovery rate slowed down to 12 degrees per second, from 15.
            Minimum damage lowered to 50 per pellet.

            NC GD-66 Claw, TR TRS-12 Uppercut, and VS Phobos VX86
            Chamber time slowed down to 600 MS.
            Recoil recovery rate slowed down to 12 degrees per second, from 15.
            All NC MAX shotguns

            Extended ammunition lowered from +5 ammunition to +4.

            NC Scattercannon

            Rate of fire slowed down to 180 RPM.
            Projectile speed slowed down to 300 m/s.
            Magazine capacity lowered to 6.
            Short reload time slowed down to 3800 MS.
            Long reload time slowed down to 3000 MS.
            NC Mattock

            Rate of fire slowed down to 180 RPM.
            Projectile speed slowed down to 400 m/s.
            Magazine capacity lowered to 6.
            Short reload time slowed down to 3800 MS.
            Long reload time slowed down to 3000 MS.
            Spread accuracy improved and is now at 2.5 degrees.
            NC Hacksaw

            Rate of fire slowed down to 209 RPM.
            Projectile speed slowed down to 300 m/s.
            Magazine capacity lowered to 6.
            Minimum damage lowered to 50 per pellet.
            NC Grinder
            Rate of fire slowed down to 180 RPM.
            Projectile speed slowed down to 275 m/s.
            Magazine capacity lowered to 8.
            Short reload time slowed down to 4300 MS.
            Long reload time slowed down to 3400 MS.
            Fix for the Phoenix dumb-firing if fired quickly after entering iron sights
            The charge on the Lancer can now be sustained through switching to different fire modes (in/out of ironsights)

            NS-11c
            Fixed weapon not working with the ammunition belt.
            Fixed reload speed being 2 seconds for both the short and long reloads. New reload times are:
            Short: 1.85 seconds
            Long: 2.35 seconds
            Fixed forward grip not being aligned with the rail.

            MAX weapons no longer have incorrect access to rail attachments in the VR zone.
            Rez icons should now properly display for combat medics over downed ally MAX units
            Sprinting while reloading a pump action shotgun should no longer cause animation issues
            Fixed animation issues with using under-barrel attachments
            MAXes should have proper access to the Ammo Storage Container Suit in VR training
            The GD-66 Claw reflex sight’s zoom functionality should now be working properly
            Scope overlays should no longer be removed when hit with an EMP grenade
            Claymores and Proximity Mines should be causing appropriate damage again
            Addressed some UI inconsistencies with Heavy Assault’s shield indicator when using Adrenaline Rush
            Fix for the LX Tacti-Eye no longer being accessible after logging out with the scope attached


            Vehicle Updates
            Magrider survivability in large falls should be more in line with other vehicles
            Sunderers should no longer slide after stopping on slopes
            Reaver composite armor should no longer cover decals
            When landed and idle, Galaxies should no longer slowly roll backwards
            The Flash’s Wraith Cloak will now deactivate when the driver changes seats
            Normal vehicle effects like brakes should come back when the Wraith cloak effect is removed
            Vanguard IR Smoke, Shield, and Mine Guard utilities will no longer clip through the back plating of the tank
            We no longer have Safe Ejection utilities that fail to eject you safely
            Vehicles should no longer start rocking after firing a few times
            You should now be able to properly exit the Flash rumble seat if they re-mapped their “exit vehicle” key
            UI Updates


            /l is now a valid shortcut for leader chat
            The death cam should no longer cancel an active revive prompt
            Squad Leaders should no longer see “Set Primary Defense” as an option in the Quick Action Menu when targeting allied soldiers
            Waypoints now properly display on the minimap
            Updated spawn indicator art on the respawn screen to be more visible
            Vehicle acquisition timer UI should now be updating properly after spawning a vehicle
            The AMR-66 should now be filtered properly in the Depot
            NS weapons should no longer be lacking the preview button in the depot
            Fix for non-selected characters being deleted in error during character deletion process
            Enabling Auto join on Log in will properly persist when you navigate away from the UI page
            Facility Updates

            All Phalanx Turrets

            Increased damage resistance to Aircraft Machine Guns from 85% to 94%. This makes it similar to the damage aircraft machine guns can do to tank top armor.

            Spear Phalanx Turret (Anti-Vehicle)

            Min damage upped from 1000 to 1250
            Projectile flight characteristics now match Vanguard 150mm HEAT
            Speed increased from 200 to 250
            Gravity multiplier decreased from 5 to 4
            Xiphos Phalanx Turret (Anti-Personnel)
            Changed damage type from personal weapon to heavy machine gun. Allowing it to damage heavy armor targets.
            Adjusted damage and fall off
            Max/Min damage adjusted from 218/150 to 200/167
            Max/Min range adjusted from 100/75 to 85/10
            Aspis Phalanx Turret (Anti-Aircraft)
            Can now pitch 10 additional degrees downward.
            Jump pads at The Traverse should now properly acknowledge base ownership
            NPCs should now spawn more reliably in the VR Training Zone
            The Peris Amp Station Barracks, Tower, and Eastern Grove forward spawns have proper capture points again
            Addressed occlusion issues near Zurvan Storage Yard
            Addressed cosmetic geometry issues at Rashnu Bio Lab
            Addressed an issue with players getting stuck in geometry near the SE pass of the Crown
            All banners at Mao Tech Plant should accurately reflect base ownership
            Addressed an issue with prop objects stacked on a capture point at Mani Biolab
            Fixed an exploit that allowed players to pull a free MAX from the VR zone and take it to other continents
            Tower teleporters in VR now work properly.
            Floating objects in the VR tower have been nailed down.
            Fixed the floating AV turret at Heyoka’s western forward spawn
            Fix for SCU shields not properly stopping projectiles and deployables
            Leaving the VR zone with a tool equipped will no longer break your loadout until you resupply

            Audio Updates

            There should now be appropriate audio when using the Flash’s turbo utility
            You should once again be able to hear your own footsteps after exiting a vehicle


            Comment


            • #7
              Re: Gu06

              Lots of improvements made, but we'll have to see how the changes in reloading time affect NC MAX players. Playing dual hacksaws, guess I should be more encouraged to empty the mags since the reload time is shorter.




              "Certainly, being bombarded with 105 millimeter shells is bad. But the knowledge that you've armed your enemy thus, with your sloth and your ineptitude, unfolds in the heart like a poison." Tycho from Penny Arcade in reference to the nuke in MW2

              Comment


              • #8
                Re: Gu06

                The " Vehicles should no longer start rocking after firing a few times" was getting sooooo annoying, it made tanks unplayable.

                One thing still lacking is bringing back the points for defending a base. That was probably one of the biggest killers for having any incentive to defend anything anymore for the masses. The new experience points for capping a continent seem pretty hard to obtain, rather a timing thing for when you re playing. Would be nice to come in at the last minute and receive that bonus though!
                "The chief foundations of all states, new as well as old or composite, are good laws and good arms; and as there cannot be good laws where the state is not well armed, it follows that where they are well armed they have good laws." -Machiavelli

                Comment


                • #9
                  Re: Gu06

                  Vehicles should no longer start rocking after firing a few times

                  Thank god, that was driving me crazy since I've been pulling more armor lately.

                  Now they need to fix the mana turret aim going off to the left gradually when your screen shakes. At one point during a biolab defense, it was shooting 45 degerees to the left.

                  Comment


                  • #10
                    Re: Gu06

                    The Alert system leads to a continent being almost immediately inundated with players and thus locked down.

                    This may make it the worst place to go as a organized platoon IF it turns out that many in the platoon get locked out, or late-comers are likewise locked out.

                    Too early to tell if this is the way it will shake out, but it is something to which we will have to pay close attention.
                    sigpic

                    Comment


                    • #11
                      Re: Gu06

                      True but if the alert is random we might already be there. Meaning we don't have to go out of our way. I don't care for the certs and exp as much as I like to defend and take land for the NC :) In time you will get your certs be patient grasshoppers.



                      FUN FUN

                      Comment


                      • #12
                        Re: Gu06

                        Talking about "locked out", way too many times recently I will spawn at a different continent I left. Mainly, I enjoy playing on Indar, especially when there is very low NC (10-20%), it makes for a lot of fun playing base defense next to the warp gate. For some reason, it forces everyone to play the same objective in a concerted effort. And of course there is tons of action.

                        If I join, I will get pushed to Amerish or Esamir and cant get onto Indar. Then after a while back at the warpgate it lets me move over, Just tired of wasting 30 minutes to get to the map I want.
                        "The chief foundations of all states, new as well as old or composite, are good laws and good arms; and as there cannot be good laws where the state is not well armed, it follows that where they are well armed they have good laws." -Machiavelli

                        Comment


                        • #13
                          Re: Gu06

                          Originally posted by sparhawkxx View Post
                          True but if the alert is random we might already be there. Meaning we don't have to go out of our way. I don't care for the certs and exp as much as I like to defend and take land for the NC :) In time you will get your certs be patient grasshoppers.
                          A good point.

                          I am not against the ALERT concept. I am just concerned that it may lead to TG being drawn into fights on continents that are inaccessible to other TG members. I know this already happens occasionally. I just would hate to see it become a regular occurrence resulting from engaging Alerts.

                          Of course, we'll just have to see how it shakes out!
                          sigpic

                          Comment


                          • #14
                            Re: Gu06

                            I would like to point out, and I verified it just before logging out tonight. All of NC get's the exp depending on how the attack goes on the alert continent. The system has some definite bugs to work out, but I had the pleasure of participating in 2 this afternoon, the ghost capping tactic can be tossed out. A definitive line forms, when the last 30-45 minutes desperate pushes to break out happen. At the start, ghost capping happens, until the three fronts meets. Once entrenched, it's an all out brawl. Had a lot of fun participating in them, and definitely requires some forethought in how to advance on a line.
                            sigpic




                            Comment


                            • #15
                              Re: Gu06

                              I felt the cruel hand of not having a membership as the first event took place. I think this is their passive agressive way to get people to buy a membership. I started at 56th in cue and never got lower than 36th before the event was over. That was over the course of 45min to an hour.
                              So following with a platoon to a new contenent that is having an event I think will split the platoon for sure. It also makes for a lonely ghostcapping session on the other continents.
                              sigpic

                              Comment

                              Connect

                              Collapse

                              TeamSpeak 3 Server

                              Collapse

                              Advertisement

                              Collapse

                              Twitter Feed

                              Collapse

                              Working...
                              X