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PTS Update 2/19/19

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  • [INFO] PTS Update 2/19/19

    More NSO updates, changes to vehicle combat, sunderers and a few other things:


    NS Operatives
    Changed the visuals on the default melee weapon.
    Added an Auraxium melee weapon available through the Force Recon directive.
    Long Rifles Directive master tier completions required from 5 to 4.
    Launchers Directive master tier completions required from 5 to 4.
    Updated vehicle Auraxium Trims to visually match infantry Auraxium Armors.


    Vehicles
    Prowler, Magrider, Vanguard, Lightning, Sunderer, ANT
    Tank Shell resistance (type 7) from 0 to -50

    Dev Note: While the original goal of increasing survivability for more casual or inexperienced players was well intentioned, tank versus tank combat became too much of a slugfest to be enjoyable for veterans. This change is a major swing back toward shorter tank versus tank time to kill values to bring back some of the tense, fast-paced gameplay (as well as some of the frustration that gameplay caused.) We'll continue to pursue avenues for easing less experienced players into the tank game, but it will no longer come at the cost of this style of gameplay. Some example impacts of these changes are listed below.

    Shots to kill for Magrider AP to Prowler from the front
    On Live: 6 to burning, 7 to kill
    On PTS: 4 to burning, 5 to kill
    Shots to kill for Magrider AP to Prowler from the rear
    On Live: 3 to burning, 4 to kill
    On PTS: 2 to burning, 3 to kill
    Shots to kill for Magrider AP to Lightning from the front
    On Live: 5 to burning, 6 to kill
    On PTS: 3 to burning, 4 to kill
    Shots to kill for Magrider AP to Lightning from the rear
    On Live: 3 to kill
    On PTS: 2 to kill

    Deployment Shield (Sunderer)

    While the shield is active, the vehicle no longer receives additional damage to Tank Shell (resist type 7)

    Dev Note: This change nullifies the Tank Shell resistance adjustments above for Deploy Shield Sunderers whose shield is currently active.

    Fire Suppression (All vehicles)
    Healing has been standardized for all ranks of this ability.
    Non-ESF: Now heals 15% of vehicle's maximum health over 5 seconds, starting from rank 1. (This now works with health pool increases granted through other effects.)
    ESF only: Now heals 25% of vehicle's maximum health over 5 seconds, starting from rank 1. (This now works with health pool increases granted through other effects.)
    All non-Flash vehicles: Cooldown from 60/55/50/45 to 55/50/47/45 seconds.
    Flash only: Cooldown from 60/55/50/45 to 30/25/22/20 seconds.
    Valkyrie, ESF, and Flash only: Fixed a bug where these vehicles would not extinguish a burning state if you were not below 16.66% health when activating the ability.
    ANT only: Fixed a bug where these vehicles would not extinguish a burning state if you were not below 13% health when activating the ability.
    Dev Note: Previously, most vehicles would heal 12% of their health over 5 seconds, with ESF being the exception. While Fire Suppression doesn't necessarily need the boost in popularity, we've refined the values a bit and made the ability more useful for players picking it up at lower levels. The Flash has too many good utility options to care much about Fire Suppression, but the severely reduced cooldown should make it more usable for those who do.

    Gate Shield Diffuser (Flash, Harasser, Sunderer)
    Activating Gate Shield Diffuser now prevents most types of collision damage.
    Duration from 8/10/12/14 seconds to 15 seconds at all ranks.
    Cooldown from 60 seconds at all ranks to 55/50/47/45 seconds.
    Dev Note: Fun little change to give this niche utility a bit more function from an early level, and open up some new options for players who enjoy ramming other vehicles (or want to survive being rammed by other vehicles.)

    Tank Buster and Vektor (Liberator Noseguns)
    Aiming with optics no longer allows you to swivel the turret.
    Dev Note: Since the introduction of the Spur-like swiveling optics, a common complaint has been the inability to maneuver the Liberator while aiming; this feedback alongside the Liberator's newfound ability to obliterate larger aircraft with the Vektor factored into the decision to revert this feature. We may reintroduce the swivel functionality for the Vektor and Tank Buster at a later date, but if it were done, it would be bound to a unique type of optic so that players could choose between more maneuverability and the ability to swivel the turret.

    Tank Buster (Liberator Nosegun)
    Projectile velocity from 300 to 400
    Dev Note: We've increased the velocity of the Tank Buster's projectiles to help pilots engage from slightly further distances and increase the consistency of landing shots on fast-moving targets.

    A2A Missile Tracking (Scythe, Mosquito, Reaver)
    Last PTS update made these projectiles too easy to dodge, so we've continued to make adjustments on their tracking capabilities. With this PTS update, ESF and Valkyrie can still avoid these projectiles with fairly low effort, though it will may require some additional time to shake the the tail. Liberator and Galaxy should only be able to avoid these projectiles while mid-maneuver, or with considerable effort. Please continue to provide feedback on these changes.


    Infantry
    Anti-Vehicle MANA Turret (Engineer)
    Damage resistance type changed from Infantry Rocket Launchers (type 34) to Tank Shell (type 7)
    Adjusted the explosion visuals to better match the blast radius of the weapon.
    Dev Note: This change gives the AV MANA Turret some of its earlier bite back versus heavily armored ground vehicles, without modifying the time to kill too much elsewhere.

    Hardlight Barrier (Engineer)
    Tank cannon resistance (type 7) from 0 to -400
    HMG resistance (type 4) from 68 to 0
    C4 resistance (type 11) from 0 to -100
    Tank Mine resistance (type 9) from 0 to -50
    Infantry Rocket resistance (type 34) from 0 to -50
    A2G Warhead resistance (type 23) from 0 to -400
    Dev Note: We've done a once-over on the Hardlight Barrier's resistances to put it more in line with the amount of damage you'd expect a magical space wall to take from heavy ordnance.


    Player Studio
    Added Harasser "Auto-Pilot" windshield, by AfableAutomaton.


    Misc. Fixes, Changes, and Additions
    Fixed a client crash that could occur when using lockon weaponry in vehicles.
    TR and NC Valkyrie VLG tracking has received the changes announced in the Feb. 1st PTS update.
    Original thread:

    https://forums.daybreakgames.com/ps2.../#post-3525195

  • #2
    Are they reverting CAI or what? That was a lot of words to say "sorry, we messed up tank battles." I am also surprised by the liberator aiming revert.

    Comment


    • #3
      Liberators, in honesty, can suffer a nerf and still be fine.

      I personally like the phrase "the amount of damage you'd expect a magical space wall to take from heavy ordnance."
      The question foremost in my mind is "what will bring the most tactical fun to the server?"

      Comment


      • #4
        Gate Shield Diffuser (Flash, Harasser, Sunderer)
        Activating Gate Shield Diffuser now prevents most types of collision damage.
        Duration from 8/10/12/14 seconds to 15 seconds at all ranks.
        Cooldown from 60 seconds at all ranks to 55/50/47/45 seconds.
        Dev Note: Fun little change to give this niche utility a bit more function from an early level, and open up some new options for players who enjoy ramming other vehicles (or want to survive being rammed by other vehicles.)
        Oh?

        Well I like the fact that you can drive in drop off and drive out and repeat of a double shield area, give us the chance to pick up blues after first drop and land them on the point.

        Activating Gate Shield Diffuser now prevents most types of collision damage.
        SO does this now protect the vehicle from ram damage?

        ''''Remember the times when you are fleeing a prowler and hit fire suppression only to glow like a huge blue target, now, at least we push out anything that intercepts us or at l;east not get destroyed by the lone rock or tree.

        While the shield is active, the vehicle no longer receives additional damage to Tank Shell (resist type 7)
        Noted: Vanguard with Heavy gunner, dumb fire/C4 or call for support



        (6..~)Z Z z z....

        Comment


        • #5
          For those of you that want to see the stats table for the tanks. https://www.reddit.com/r/Planetside/...a_colours_and/

          Comment


          • #6
            Asorr they let you on the forums even? Now I know it's all done for...

            This should bring some challenge back, although my leisurely Friday Lightning drives have become more dangerous...
            MacKahan -- Mac-Kay-an In case you were curious. ;-)

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