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Game Update 3/30/17

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  • [INFO] Game Update 3/30/17

    Orbital Strike is finally here. Hopefully it's not a slightly improved Ion Cannon which nobody uses anymore. Other than that we have the new implant system (aka wimp mode :D), the Hardlight barriers for Engineers, infantry terminals inside construction bunkers and a few other miscellaneous items.

    Orbital Strike
    Attention all units planetside, incoming Orbital Strike to your Live servers. Players can unlock the Orbital Strike Uplink from the Depot and spawn it with the Construction System. Once charged, players can grab the targeting device from the Uplink and call in a devastating Orbital Strike on the target location.

    New and Improved Implants System
    •The Implants System has been completely overhauled to be more engaging and rewarding, while also alleviating the frustrations caused by the old system.
    •Energy has been removed, and a new currency called ISO-4 will now upgrade implants directly.
    •Old implants have been converted into ISO-4, and duplicate implants can be broken down into additional ISO-4.
    •All players receive Tier 1 Safeguard and Tier 1 Target Focus implants for free.
    •Additional implant bundles can be purchased for Certs or Daybreak Cash in the Depot.

    New Implants Available
    •Target Focus - Reveals spotted targets' health bars and increases how long you can hold your breath.
    •Safeguard - Upon being revived, reduces damage taken for a short duration.
    •Ammo Printer - Periodically restocks ammunition for you and your vehicle.
    •Assimilate - Headshot kills restore shield health.
    •Battle Hardened - Reduces screen shake and flinch caused from damage and explosives.
    •Vampire - Restores health upon killing an enemy with a melee weapon.
    •Catlike - Reduces the movement speed penalty for crouching.
    •Sweeper HUD - Relays target distance information, and automatically spots nearby explosives.
    •Safe Fall - Reduces damage from falling.
    •Regeneration - Restores health while out of combat.
    •Counter-Intelligence - Automatically spots targets who damage you, and provides HUD notifications when spotted by an enemy.
    •Minor Cloak - Remaining stationary for a time will cloak you.

    Hardlight Barrier
    •Engineers can now unlock and equip a Hardlight Barrier which, once deployed, provides chest-high cover from incoming attacks.
    •“Draw Fire” experience and ribbons have been added; triggering when targets who damage your Hardlight Barrier are killed.
    •A Draw Fire directive has also been added to the Engineer’s Directive Tree.

    Spartan Armor
    •New Player Studio NC armor bundle available in the marketplace. Created by fuzzbuket. Check it out.

    Continents
    •Faction continent population imbalance threshold from 15% to 10%.
    •Made adjustments to the Reinforcements Needed system to select more ideal spawn locations, and increased the maximum number of available spawns from 2 to 3.
    •Eastern and Western AV Turrets at The Crown are now Anti-Infantry Turrets
    •A lattice link from Rime Analytics to Eisa Mountain Pass has been added.

    Construction

    •Additional sockets have been added to Construction items to reduce exploitable placements.
    •Bunkers now contain an Infantry terminal within them, and are powered by an active Silo.
    •Deployable Decon Tool renamed "Deconstruction Tool"
    •Various string adjustments.
    •Added Faction Banners to the Decorations tab of the Construction screen.

    AI Phalanx Turret
    Dev Note: AI controlled anti-infantry turret effectiveness is being toned down; these changes only affect the turret while it is unmanned and automated.
    •Cone of Fire from 1.45 to 2
    •Damage from [email protected]@85m to [email protected]@50m

    Infantry
    •Knives have received new wield animations.

    TRAP M1
    Dev Note: These adjustments should increase the range and accuracy on the 2x burst, and further separate it from the 3x burst.
    •Tooltip no longer mentions single-fire mode.
    •2x burst horizontal tolerance from 0.4375 to 0.15
    •2x burst ADS bloom from 0.07 to 0.06
    •2x burst Hipfire bloom from 0.14 to 0.12

    Misc. Adjustments

    •C-4 can now be deconstructed by Engineer Repair Tools
    •AVA armor may now be purchased per class, in addition to the armor bundle.
    •Removed all weapon cert lines from the certs list page. Dev Note: The overhead to maintain this list had left it in an undesirable state. We can look at returning the feature once we find a better way to maintain it.

    Bug Fixes
    •Polish to NSX Kabuto.
    •Explosive damage should once again award assist experience.
    •Various fixes to exploitable Construction areas.
    •Made solid some base banners that were acting like one-way shields.
    •Fixes to broken decals.
    •Fix for VS Munitions Pouch rank 1 not providing ammo
    •Repairing Harassers no longer connects the repair beam to the sky.
    •Air Pads at the Indar Northern Warp Gate should now resupply ammo.
    •Fixed skinning on Female Darkstar shoulders.
    •Adjustments to VS HA arms in first person.
    •Fixed broken UI strings for remote vehicle spawning.

    Known Issues

    We plan on fixing these issues in the next hotfix.

    •Designator tools for the orbital strike and Glaive ION cannon aren’t playing nicely with each other. If you have one in your loadout, then go pick up the other one, you’ll be unable to fire that new designator successfully. There is a quick workaround for this if you run into it - if you cycle to any other tool or weapon in your loadout, then back to the problem designator, it should function properly from there out.
    •Minor cloak activate timer can fire shortly after beginning to fire your weapon, you will cease firing and be unable to continue firing until you disengage minor cloak.\
    •Infantry terminals inside the updated constructed bunkers display only VS graphics/color no matter what faction you are.
    •These terminal will work correctly despite the fact they are showing VS graphics/color.
    Original thread:

    https://forums.daybreakgames.com/ps2.../#post-3454354

  • #2
    Is the orbital strike designator like a laser designator, or a deployable? If the latter, what a fun job for infils!
    sigpic
    Nothing to see here but a hole in space.

    Comment


    • #3
      If the orbital strike is working like the last time I'd seen it on PTS, then what it is is an extremely powerful, heavily telegraphed upgrade of the Glaive. The Glaive is purely an anti-construction attrition weapon; it doesn't kill anything on its own, is a bit inconsistent, but has fairly low requirements (silo, AI, glaive turret). The Glaive is therefore a good tool for putting pressure a heavily entrenched base without too much investment.

      The orbital strike, on the other hand, works on players and vehicles AND kills the structures instead of just disabling them. It takes a long time to charge, and its range increases as the charge goes up. IIRC it took about 30min for a fuill charge, which'd give something like 2km strike range? There's also a minimum range to consider. Once fired, it takes up the charge proportional to how far away the shot is. The designator is like the Glaive dart, and is destructable like it as well. IIRC it's also fairly cortium hungry as well.

      So, basically, the Orbital Strike is a long-burn area denial weapon primarily versus other bases, but potentially against vehicle zergs bunched up in the midfield and even as part of a base's defense, to an extent. Everyone can see it on the map, so if you've got a tough base set up then you'll see that potentially deadly strike coming for several minutes, enough time to put a strike team together to knock it out. If you're planning on setting up a base in the denial zone, killing that thing first might be a good call.

      As for the rest of the update...

      We'll have to see how the implants play out. Adding vehicle ammo to the ammo printer implant is a big deal for a lot of vehicles; that could keep Harassers in the field indefinitely, for instance.

      That hardlight barrier is a long time coming. I'm expecting that it'll be pretty popular in TG squads, since we like to set up on hilltops and open areas a lot.

      The changes to the autonomous Xiphos turrets is probably for the best. I think that'll probably bring overall DPS down to something like 30-40%, which hopefully tunes it more as an area denial weapon and not an instant murder weapon. A roadblock to moving without gunning everyone down instantly. Only concern is that mass drops of players directly on a HIVE will become more viable as a quick and stupid method for killing one. Guess it'll be important to keep the minefields up.



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