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PS2 Update 2/2/17

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  • [INFO] PS2 Update 2/2/17

    NSX Tanto carbine
    The newest member of the Nanite Systems Export family of weapons is the NSX Tanto, a carbine with specialized stabilizers that allow for excellent initial accuracy from the hip. This functionality gives the Tanto the ability to fight up close or at range while maintaining a substantial mobility advantage for experienced shooters. Firing in short bursts is recommended, as the stabilizers require some time to recalibrate during sustained fire.

    NSX Directive Master Tier Reward
    The Master Tier directive reward for gaining Auraxium Medals on 5 Nanite Systems Export series weapons has been unlocked.

    Infantry Balance
    Falloff range adjustments to Assault Rifles and LMGs
    Dev note: The previous one-tiered damage falloff scaled too well with damage over distance, marginalized the value of certain attachment choices, and restricted design freedom. These changes should help more weapons and weapon classes shine in their intended engagement ranges.

    Damage range and damage value adjustments for LMG and Assault Rifles are listed below, and are unmodified by Soft Point Ammo and High Velocity Ammo. Directive Weapon adjustments are listed further down.
    Carnage AR and Terminus VX9
    Damage from [email protected]@65m to [email protected]@60m

    Pulsar VS1, Equinox Burst, T1 Cycler, T1S Cycler, T1B Cycler
    Damage from [email protected]@65m to [email protected]@80m

    SABR-13, NC1 Gauss Rifle, Gauss Rifle S, Gauss Rifle Burst
    Damage from [email protected]@75m to [email protected]@90m

    HV-45, TAR, Cycler TRV, GR-22
    Damage from [email protected]@60m to [email protected]@60m

    Orion, Pulsar LSW, SVA-88, Polaris, T9 CARV, T16 Rhino, T9 CARV-S, MSW-R, EM1
    Damage from [email protected]@60m to [email protected]@65m

    Assault Rifles
    Damage from [email protected]@65m to [email protected]@80m
    Vertical recoil from 0.198 to 0.187
    Horizontal recoil from 0.16 to 0.15
    Horizontal recoil tolerance from 0.7 to 0.525

    T1 Unity
    Damage from [email protected]@65m to [email protected]@80m
    Horizontal recoil from 0.18 to 0.16875
    Horizontal recoil tolerance from 0.5 to 0.375
    Muzzle velocity from 550 to 551 (bug fix)

    Gauss Prime
    Damage from [email protected]@95m to [email protected]@110m
    Vertical recoil from 0.2850 to 0.255
    Horizontal recoil from 0.14 to 0.13125
    Horizontal recoil tolerance from 0.4 to 0.3
    Projectile velocity from 650 to 651 (bug fix)

    Light Machine Guns
    T9A Butcher
    Dev Note: We wanted to enable the 400 round magazine that was previously on PTS, but there is a bug barring a proper implementation at the moment. We'll look to changing this in the future, but in the meantime, the Butcher has received a minor rate of fire increase alongside the removal of the spinup mechanic.
    Damage from [email protected]@65m to [email protected]@65m
    Removed spinup mechanic.
    Refire rate from 80ms to 78ms
    Min damage from 125 to 112
    Equip time from 1250ms to 1300ms

    Damage from [email protected]@65m to [email protected]@65m

    The GODSAW now has a secondary firing mode which deals minor damage to heavy vehicles, but reduces its damage against infantry by 50%.

    Submachine Guns
    Now properly restores one magazine per tick from ammo boxes
    Max damage range from 10 to 8
    Min damage range from 48 to 60
    ADS Cone of Fire from 0.2 to 0.3
    Vertical recoil from 0.3 to 0.2
    Recoil angle from 20 to 15
    Horizontal recoil from 0.3/0.392 to 0.225/0.294
    Horizontal recoil tolerance from 0.9 to 0.675
    Short reload from 1.74sec. to 2.08sec.
    Long reload from 2.8sec. to 3.36sec.

    Now properly restores one magazine per tick from ammo boxes
    Max damage range from 6 to 4
    Min damage range from 50 to 62
    Velocity from 388 to 370
    ADS Cone of Fire from 0.2 to 0.3
    Vertical recoil from 0.225 to 0.15
    Horizontal recoil from 0.3470/0.3760 to 0.26/0.282
    Horizontal recoil tolerance from 0.9 to 0.675
    Short reload from 2.25sec. to 2.7sec.
    Long reload from 2.92sec. to 3.5sec.

    Now properly restores one magazine per tick from ammo boxes
    Max damage range from 6 to 4
    Min damage range from 54 to 66
    ADS Cone of Fire from 0.2 to 0.3
    Vertical recoil from 0.36 to 0.3
    First shot recoil multiplier from 2.25 to 2.5
    Horizontal recoil from 0.212/0.304 to 0.159/0.3
    Horizontal recoil tolerance from 0.7 to 0.675
    Short reload from 1.855sec. to 2.23sec.
    Long reload from 3sec. to 3.6sec.

    The Immortal
    Velocity from 163 to 325
    ADS CoF bloom from 0.12 to 0.06
    Magazine size from 17 to 15
    Ammo capacity from 85 to 90

    The Executive
    Velocity from 188 to 375
    ADS CoF bloom from 0.14 to 0.07
    Magazine size from 15 to 13
    Ammo capacity from 75 to 78

    The President
    Velocity from 188 to 375
    ADS CoF bloom from 0.1 to 0.05
    Magazine size from 21 to 18
    Ammo capacity from 105 to 108

    Vehicle Balance
    Vehicle third person cameras have been adjusted.
    Dev Note: Opened the viewing angles on most vehicle cameras for drivers to allow for increased awareness in third person.

    Pelter Rocket Pods
    In-game stats now display correct indirect damage range.
    Magazine from 8 to 10
    Ammunition capacity cert line from 8 rockets per rank to 10 rockets per rank
    Velocity from 150 to 250
    Ammo capacity from 64 to 100
    Dev Note: Pelters were not only difficult to use on moving targets, but also didnít yield comparable rewards for the skill required. These adjustments make landing shots easier, and the increased magazine size and ammo pool allows for more damage over time and staying power.

    Prowler, Magrider, Vanguard
    Pitch down limit from 0 to 5
    Pitch down limit from 0 to 5
    Dev Note: Adjusting the pitch down limits on Ranger and Walker helps reduce the situations youíll find a vehicle on your horizon and unable to be damaged. This is more a quality of life adjustment than anything else, though Walker receives at least a bit more viability against infantry at longer distances.

    Harasser, Flash, Sunderer, ANT
    Indirect damage from 334 to 150
    Dev Note: Fury received some splash adjustments across the board, since the weapon currently performs well in an anti-vehicle role, while maintaining high effectiveness versus infantry. The direct damage remains, but it pays more for its versatility on the anti-infantry front.

    Pelter Rocket Pods
    The Galaxy may now purchase Pelter Rocket Pods for the left and right wing mounts.
    Hyena Rocket Pods
    The Galaxy may now purchase Hyena Rocket Pods for the top weapon mount.
    Dev Note: Galaxy has been the least-touched vehicle over the years by far, and hasnít received anything new in the weapons department since the Walker. These new options arenít anticipated to adjust the overall Galaxy meta, but it does open up some new options for Galaxy pilots and gunners to explore.

    Direct damage from 1000 to 600
    Indirect damage from 500 to 400
    Double Dev Note: As an aerial platform with some of the highest health in the game, bulldog was simply too powerful a farming tool, especially in smaller scale fights. These changes increase the importance of direct hits for gunners, while giving victims a better chance to respond to incoming damage.

    Pitch and Indirect damage adjustments
    Dev Note: With a few exceptions, the pitch angle adjustments listed below are intended to create small pockets of infantry vulnerability close to the vehicle. This change was especially important for the ANT, which has the maneuverability to get into tight spots occupied by infantry, while also maintaining an immunity to small arms fire.

    Pitch down limit from 24 to 18
    Pitch down limit from 17 to 11
    Pitch down limit from 17 to 11
    Refill ammo per tick from 32 to 16
    Pitch down limit from 0 to 5
    Pitch down limit from 0 to 5

    Fixed various third person cameras
    Pitch down limit from 24 to 15
    Pitch down limit from 17 to 11
    Refill ammo per tick from 32 to 16
    Pitch down limit from 25 to 18
    Pitch down limit from 0 to 5
    Pitch down limit from 0 to 5
    Pitch down limit from 17 to 11

    Misc. changes and additions
    Hossinís orange glowing death-bulbs should now be easier to drive around and over.
    Adjusted NSX Masamune projectile effect.
    BioLab internal lighting has been updated.
    Added a battery of outfit decals to player studio.
    Reduced the size of some yellow dot sights.
    Hyena has received an updated model.

    Bug fixes
    Removed smoke from default rocklet rifle projectiles.
    Fixed Typhoon Rocklet projectile visibility and adjusted effects.
    Fixed muzzle flash on the Spiker.
    Engineer's Quick Shield Recharge should now work.
    First person NSX Naginata muzzle flash has been adjusted.
    Heavy Shield shouldnít obscure Lasher AE optics. (This change was missed last update.)
    Mines should no longer detonate when placed on enemy corpses and that enemy respawns.
    Medic Revive should now correctly cancel the death counter.
    Turbo Shark Decal now shows properly.
    Sunderer Geared Riot Armor's icon has been fixed.
    Various missing localization strings added.
    Zotz North Garden construction no-deploy no longer affects non-construction objects.
    1CC1 Armor Decal now shows appropriately.
    NCLS decal icon added.
    Predacons decal infantry version added.
    Phaseshift headshot from hipfire now uses intended multiplier.
    Hydra Corps decal fixed.
    LUXE decal fixed.
    Grenades should clean up more quickly after they detonate.
    Fixes for broken reload animations that would trigger under certain situations

    Original thread:

  • #2
    Now that we're several days after this latest patch, how about some feedback on the following:

    1. Has anyone tried equipping their Galaxies with Pelters or Hyenas and if so, how are they performing?
    2. How is the slightly upgraded Pelter Rocket working for the Valkyrie?
    3. What are opinions on the NSX Tanto carbine?



    • #3
      Oh my lord... I AM MISSING SO MUCH

      I can only assume the hyenas are amazing on the galaxy.

      Also is the NSX Tanto working for Light Assualts? It sounds like it would go great with a light assault.


      • #4
        Yep, the Tanto is for LAs. Haven't tried it yet apart from VR, but it worked very well in the burst fire characteristic of the weapon.


        • #5
          UltimateMuffinMan The Tanto is pin-point accurate when not sprinting, but the bloom is higher than most I think. Burst firing like Assault9 said is needed.

          The bulldog 'nerf' is actually not as bad as I thought it would be. Since indirect damage is always applied to direct hits the damage is still 1000 on a direct hit. This is a kill on non-nanoweave, heavy, etc.

          I have not yet tried the Hyenas or Pelters. I have the pelters on the valkyrie and I do not much care for them. Hyenas on a liberator are very niche and more of a deterrent.


          • #6
            yeah i myself am enjoying the tanto alot but im still finding myself likeing the 11c better




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