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September Quality of Life Update - Tentative List

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  • September Quality of Life Update - Tentative List

    Looks like we've finally got a good sized odds 'n ends patch coming our way!

    Originally posted by SOE
    Thanks for all the responses. This is the current Sept list we're working on after going through player feedback.

    If you're curious what the standards for selection were:
    Amount of requests for an item
    Difficulty in executing
    Whether or not the item could be done by the game team or if it involved another SOE group
    If something was going to dramatically affect balance Design may not have approved it

    NOTE: This list is not final, in that some items may not make Sept's cut off, or we may add more items if they come up. This is our current target set of improvements.

    Add more accessible/better descriptions to Directives
    Cloaking pass (various bugs/improvements)
    Add functionality to bind class abilities to unique keys
    Put in more precise/individualized sensitivity sliders for vehicles
    Re-enable old Certifications screen
    Add a "Request squad lead" option for squad members
    Make mana turret place more reliably on slightly uneven terrain
    Vehicle physics tuning/anti-flipping pass for flash/harasser
    UI Display for deployables
    Add toggles to HUD elements to make it more streamlined if a player desires
    Timer on vehicle HUDs for abilities instead of/in addition to flashing [WAITING] text

    Quick deploy polish
    Death icon for your last death should stay on the map
    Ability to invite to squad from friends list & chat
    Outfit MOTD should go to chat when players log in
    Muted players on VOIP shouldn't cause audio to duck
    Add squad numbers to vehicles on minimap
    360 degree rumble seats for harasser/flash
    /y should work when you’re dead
    Allow squad/platoon leaders to ban players from joining
    Fix Hossin issues where max aircraft altitude depends on where the aircraft is spawned
    Fix issue where shield generators appear to be functioning on minimap but are actually destroyed
    Address issue where newly appointed squad leaders need to resupply to get a spawn beacon
    Adjust Prowler icon to look unique in squad list


    A pilot who doesn't have any fear probably isn't flying his plane to its maximum. -Jon McBride, astronaut

  • #2
    Re: September Quality of Life Update - Tentative List

    "Address issue where newly appointed squad leaders need to resupply to get a spawn beacon"

    Booooooooo.



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    • #3
      Re: September Quality of Life Update - Tentative List

      At least they added this feature. Goodbye trolls! -

      Allow squad/platoon leaders to ban players from joining




      * *

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      • #4
        Re: September Quality of Life Update - Tentative List

        360 degree rumble seats for harasser/flash
        MAX-in-the-back just got a whole lot more viable it seems.
        Teamwork and Tactics are OP


        Strait /strāt/ (Noun) A narrow passage of water connecting two seas or two large areas of water: "the Northumberland Strait".

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        • #5
          Re: September Quality of Life Update - Tentative List

          Originally posted by Strait Raider View Post
          MAX-in-the-back just got a whole lot more viable it seems.
          OOOOOO, Walker/burster coordinated fire in all directions. If the Vanu & TR thought we were OP before... :-) That situation I posted in the other thread where 2 esf's had to be quite skilled to beat a walker harasser just changed to: "Two ESF's can not beat a walker harasser with a burster max in a 360 rumble seat"
          MacKahan -- Mac-Kay-an In case you were curious. ;-)

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          • #6
            Re: September Quality of Life Update - Tentative List

            Dear lord, that's going to be insane.

            Antivehicle harassers would ALSO be nuts. Dual Falcons or Ravens out the back on top of a Halberd/Enforcer secondary, WITHOUT the really obnoxious backwards firing angle? We're going to be laying down a lot of pain, I can already tell.



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            • #7
              Re: September Quality of Life Update - Tentative List

              YES YES YES, I cant wait till next symester, The turrets wont get me killed placing them, and Rumble seats will finally be usefully, but the animations sure will look funny from the backseat.

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              • #8
                Re: September Quality of Life Update - Tentative List

                Good list.

                Yay, cloak visibility is being normalized across all settings [Source]! That was a major balance issue for low-end users. Next they should do the same with the IRNV scopes.

                They also said they were debating whether pressing "fire" should also decloak you instead of doing nothing. I've asked for that a few times on their forums.



                |TG-Irr| MrJengles - You know you want to say it out loud.

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                • #9
                  Re: September Quality of Life Update - Tentative List

                  Major stat and XP changes inbound!

                  Via Higby on Twitch:

                  - Flipping control point XP significantly increased to ~400XP in 4 x 100XP bursts.
                  - Added XP over time for proximity to control points, estimated at 100XP every 20 seconds.
                  - Added +100% XP bonus to kills (all actions?) within proximity to control points.

                  - Spawn kills dropped from 25 XP to zero. No kill stat awarded either. Debating on whether you see the name of the player you kill and if they should get a death stat or not.
                  - Spawn kill parameters changed from first 15 seconds or earning XP, to ~10 sec or dealing damage. Revived players no longer count as spawn kills.
                  - Thinking of changing stat trackers so that kills are broken down into spawn kills, kills, high threat and extreme menace kills.


                  Other changes:

                  - MAX kill bonus 200 XP (300 XP total). Source.
                  - Rocket Launchers will award multiple extra kill credits towards medals for destroying vehicles. Likely +1 kill per 50 nanites cost. Source, older twitch video.


                  The first twitch video also features:

                  7:30 - New voice overs
                  24:40 - Forward facing seat and new handling on Flash
                  27:45 - Middle-floor shields moved further out on Tower bases
                  31:21 - Objective and spawn XP / stat changes
                  38:15 - PS4 UI
                  41:30 - Answering questions from chat

                  Q: Trim revive nade time, people disappear fast?
                  A: Will look into. Also, want map to show medics on death screen but worried about performance. Alternatively, may add simple notification of how many medics are nearby.

                  Q: Make voice overs loadout specific?
                  A: No, character specific.

                  Q: 360 degree rumble seats for harasser as well?
                  A: They want to, more tricky than flash so we will probably see flash update this month and Harasser later.

                  Q: Recon drone?
                  A: Holding back, will be consumable drone for any class. Want to release it with some other consumable items such as an ammo or flash call-in.

                  Q: Will vehicle kill assists count to medals and directives?
                  A: Probably not. Have to find out how difficult it is.


                  Awesome! I've been wanting those objective and stat tracking changes forever! I hope they tune the objective areas to count extra floors or staircases that people regularly defend. Next XP/stat changes they should make is to remove all reward for players that have sat in the spawn room for longer than 20 seconds.

                  Spawn kill changes are great for spawn rooms, but I'm not so thrilled for Sunderers. The problem with Sunderers is the fact that one side is spawning completely undefended, while on the other side you're forced by design to kill imminent threats, particularly if you're not carrying anti-vehicle weapons. Plus, you can waste several bullets on players who are immune to damage because they're still loading and there's no way to tell. In my opinion, the better solution would be to have players spawn inside the Sunderer unless full or locked.
                  Last edited by MrJengles; 09-21-2014, 01:53 PM.



                  |TG-Irr| MrJengles - You know you want to say it out loud.

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                  • #10
                    Re: September Quality of Life Update - Tentative List

                    They will need to buff conventional armor if it is supposed to keep up in this arms race against harassers.
                    We have two subtle buffs to the harasser here - 1.) making it harder to flip and 2.) giving harasser a 360 rumble seat. :( Why know what Planetside 2 players needed? More reasons to pull harassers instead of heavy armor. I anticipate there will be swarms of them in the near future.
                    That said, so glad that we can invite people to squad more easily now, and thank goodness for that ban ability! :)
                    Last edited by Garthra; 09-21-2014, 11:16 PM.
                    The question foremost in my mind is "what will bring the most tactical fun to the server?"

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                    • #11
                      Re: September Quality of Life Update - Tentative List

                      I don't think it'll be that overpowering on the Harasser. Sure, a Halberd/Falcon MAX combo is going to pack a hell of a punch, especially up close, but it's still tied to a very vulnerable platform. A Harasser loaded out in such a fashion MIGHT be able to fight a fully manned MBT toe-to-toe, but I doubt it. As it stands an MBT can eat up Harasser weapons fire and nuke the buggy very fast (if fully manned with an AV secondary), which makes engaging expertly manned armour suicidal, and the fragility of the Harasser isn't changing.

                      It'll be really dangerous in terrain that support hit-and-run play, though. Keeping defenses around your Sunderers could be more important than ever... an AV MAX in a Harasser is going to just absolutely melt a static target like that.



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                      • #12
                        Re: September Quality of Life Update - Tentative List

                        Oh, that front facing seat on the flash is going to be nasty, by the way. Put a heavy with a decimator on the back and a fury on the back, and you've got a pretty good shot at alpha striking a tank if you hit it in the rear... which is NOT difficult if you've got a Wraith cloaking module installed! Just saw a video to this effect from the PTS. Tankers will need to be listening for nearby flashes (or at least for us, be ready to pop a shield!)



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                        • #13
                          Re: September Quality of Life Update - Tentative List

                          Originally posted by starstriker1 View Post
                          I don't think it'll be that overpowering on the Harasser. Sure, a Halberd/Falcon MAX combo is going to pack a hell of a punch, especially up close, but it's still tied to a very vulnerable platform. A Harasser loaded out in such a fashion MIGHT be able to fight a fully manned MBT toe-to-toe, but I doubt it. As it stands an MBT can eat up Harasser weapons fire and nuke the buggy very fast (if fully manned with an AV secondary), which makes engaging expertly manned armour suicidal, and the fragility of the Harasser isn't changing.

                          It'll be really dangerous in terrain that support hit-and-run play, though. Keeping defenses around your Sunderers could be more important than ever... an AV MAX in a Harasser is going to just absolutely melt a static target like that.
                          Agreed. Harassers should not go anywhere near an MBT, far too fast of a kill. The thing is just too delicate for that kind of maneuver. With the walker you can taunt one at range, but at best you're distracting it from noticing a flanking force. 2 Harassers with proper manning can take on a mag, the Sauron being the biggest threat. Prowlers just have too fast of a fire capability to get up on without dying in a fire. Less flipping and more nimble rumble seat won't fix that. At best it will help in escaping from an MBT.
                          MacKahan -- Mac-Kay-an In case you were curious. ;-)

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                          • #14
                            Re: September Quality of Life Update - Tentative List

                            Originally posted by TonyMac View Post
                            Harassers should not go anywhere near an MBT, far too fast of a kill.
                            Oh ye of little faith. ;)
                            Teamwork and Tactics are OP


                            Strait /strāt/ (Noun) A narrow passage of water connecting two seas or two large areas of water: "the Northumberland Strait".

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                            • #15
                              Re: September Quality of Life Update - Tentative List

                              I've been on the receiving end of a competent and fully crewed Magrider. Engaging an MBT at close range on those terms is borderline suicidal. :P

                              Obviously, that's barring major advantages like a distracted enemy crew, the tank being poorly equipped, or getting a really lucky engagement on rear armour. An AV MAX in the back might make the difference if you have the initiative, but I'd still much, much rather be engaging armour from a long range harassment/hit-and-run approach (you know, like the Harasser was built for :P )



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