Planetside2 Game Update: Oct 30

Downtime Start: 6 am PDT

Facility Shield Changes
Opaque Shields – “Total Blocker”
Blocks all projectiles
Blocks enemy vehicles
Blocks enemy infantry
Allows friendly vehicles
Allows friendly infantry
Transparent shields – “Vehicle Blocker”
Blocks all large projectiles
Blocks enemy vehicles
Allows all small projectiles
Allows all infantry
Allows friendly vehicles
Shields can be Opaque on one side and Transparent on the other side
Icons on all shields indicate what you must do to bring them down
Added Gold and Black version of multiple NS weapons
NS Decimator-G
NS Decimator-B
NS Annihilator-G
NS Annihilator-B
A new NS-15M2 will be replacing the original NS-15M in the marketplace. Those who already own the NS-15M will keep it, however the name has been updated to NS-15M1.


Concussion Grenades

Concussion grenade no longer detonates on impact and instead has the standard 3 second fuse
Fixed an issue where the concussion grenade screen effect was always playing at full intensity and not lose intensity based on distance from the grenade blast
Anti Vehicle Grenade
Anti-vehicle grenades now stick to vehicles and MAX units. This allows us to lower the radius of the grenade, so it less effective against infantry and more avoidable unless it is directly stuck on a target.
Inner radius reduced from 2.5 meters to 1 meter
Outer radius reduced from 10 meters to 5 meters
We also took a look at how much damage AV grenades can do to aircraft (sense being sticky will allow them to hit aircraft slightly more often). We found the damage to be too low for how difficult it is to hit an aircraft with an AV grenade, so we are increasing the damage done to them. The anti vehicle grenade uses the same resist type as the tank mine, so these adjustments affect them as well.
ESF resistance to AV grenades changed from 0 to -250%
This changes it from 3 AV grenades to kill to 2. 1 AV grenade is enough to leave the ESF burning
This changes it from 3 tank mines to kill to 1
Valkyrie resistance to AV grenades changed from 0 to -25%
This changes it from so 3 AV grenades will take it to burning
This changes it from 3 Tank Mines to 2
Liberator resistance to AV grenades changed from 0 to -100%
This changes it from 7 AV grenades to kill to 4
This changes it from 4 Tank Mines to 2
Galaxy resistance to AV grenades changed from 40% to 0
This changes it from 16 AV grenades to kill to 10
This changes it from 10 Tank Mines to 6
PPA Adjustments
PPA is being heavily modified to be more of an infantry point defense weapon and not a long range anti-infantry weapon.
Fire rate increased from 150 RPM to 300 RPM
Reload speed decreased from 4 seconds to 2.5 seconds
Reload speed certifications reduced from 120ms per rank to 100ms per rank
Direct hit damage adjustments
Maximum damage reduced from 235 to 200 damage
Maximum damage range increased from 10 meters to 25 meters
Minimum damage reduced from 167 to 50
Minimum damage range reduced from 150 meters to 75 meters (40 on Harasser)
Indirect (blast) damage adjustments
Inner damage reduced from 300 damage to 200
Inner damage radius reduced from 1 meter to 0.1 meters
Cone of Fire now blooms with each shot
CoF grows 0.6 degrees per shot
Max CoF Changed from 0.3 to 3 degrees
Reticle changed to crosshair as previous reticle was not dynamic
Magazine size reduced from 20 to 12
Certifications reduced from 3/6/11/15 to 1/3/4/6
Projectile speed reduced from 300 to 150
Ammo Capacity reduced from 200 to 180
Ammo Capacity certification per rank reduced from 20 to 12
Striker Adjustments
The visual effect of the strikers projectile trail from first person has been reduced to make it easier to see
Magazine size increased from 5 to 6
CoF has received some adjustments to make it more manageable
CoF reduced by 0.5 degrees in most stances
CoF growth per shot reduced to 0.1 degrees from 0.5 degrees
Spiker Adjustments
Description: Reverse-engineered from ancient Vanu tech, the Spiker’s hovering powercore allows the weapon to be switched from its standard 2x burst to a semi-auto charge mode capable of firing a single powerful blast.
Burst fire rate increased from 336rpm to 480rpm
6 round charged burst has been removed. The charge mode is now separate fire mode that can fire a single more powerful projectile; charged shots consume 4 rounds per shot.
Charged shots do a small amount of aoe damage to targets within 1.5 meters of impact
Clip size has been decrease from 18 to 14
Total ammo capacity has been decreased from 108 to 84
Continents can again be locked by owning at least 94% of the territory, independent of alerts
Unfolded NS Carbine’s Stock
Voice chat: Updated to provide more consistent service
Infantry directives can now update while in a rumble seat
Berets are finally here! Yes, really! Get them in the Depot before we change our minds!
There is now a visual component for Prowler Anchored Mode
Performance: fixed some thread contention issues with loading assets
Timing: corrected some issues with how time is synchronized between client and server
Performance: some optimizations to data validation on 64-bit clients
Memory: reduced memory usage by diagnostic systems
Memory: reduced the amount of cache memory the animation system could use
Performance: minor optimization to material creation
Input: DirectInput joystick support
Memory: fixed a leak in the material system
Performance: optimizations related to managed Magriders/VR Zone improvement
Performance: improved smoothness in death animations
Graphics: Fix for remote players’ charge weapons not showing the correct effect
Input: Fix for vehicle turret aiming during seat switch
Performance: Some controls for tuning live server performance
The following bugs have been addressed (PIT issue # where applicable):
C4 explosive damage is effective through certain shields
Fixed bug where going to ironsights while using the underbarrel attachment of a weapon with the HS/NV scope on it would block the view of the game
Fixes callout for when ammo is dropped – Engineers will again let nearby allies know when there is ammo to pick up
Fixed animation bug where offhand slides forward with SMGs when walking
Fixed an issue where players with certain settings couldn’t take screenshots
HUD: Warp Queue: Default hotkeys are listed on the buttons even if the player changes the keybinding
Loadout Menu: Medal progression amount for Kills to next is cut off when the count is above 1000
Serrated textures display on the TMS (4X)’s eyepiece
HUD: Pumpkin seed removal pop up displays Space Pumpkin Seeds earned +- 25
Solstice SF: Medals aren’t being tracked correctly
Stalker Cloak: Cloak is rendered visible when approached from a long distance quickly moving (PS-166)
TR Pounder: The explosions/black smoke appear to cause performance loss
Loading screens are missing Double XP Weekend announcements
Harasser: Camo is applied Vehicle Stealth when camo is equipped (PS-513)
Harasser: Drivers are not receiving Gunner Valkyrie Kill Bonus (PS-338)
Valkyrie: Pilots are not receiving Gunner Harasser Kill Bonus (PS-338)
Unable to invite to squad from friends list if not already in a squad (PS-624)
AP Magrider primary weapons are displaying explosions that are too large
Vanguard: Reinforced Side Armor: Top edge is not flush with the vehicle (PS-445)
Incorrect model for the HS/NV sight
Indar continent lock incorrectly provides -50% consumables cost in addition to the intended -50% air resource cost
HUD: Warp queue GAQ cannot be dismissed if the player leaves the warp queue after receiving GAQ (PS-579)
Addressed an issue where new TR chars could get stuck under the world when leaving the tutorial
LA1 Anchor: Supressor can be purchased twice
Show HUD Alert Timer: Player must relog in order for changes to take effect if turning the setting off (PS-178)
Tooltip for the Tier 1 Charger has been adjusted from 800 to the correct 1800
Lightning: C75 Viper: 2D Icon has a reversed NS logo and appears darker than other turrets (PS-443)
T32-Bull: Incorrect model displays for low LOD
Updated Spanish flag decal to the modern flag
VS: Xenous Helmet had LOD issues addressed
Fixed bug where Indar was showing the deprecated aerospace benefit (this had no effect on gameplay) (PS-372)
Switching from driver to gunner seat causes the weapon to snap facing forward
Lancer VS22: Fully charged projectile is the same size as the low charge one in 3P
When viewing another player change heading their primary weapon will appear to stutter
Settings Menu: Arrow sliders for various settings cannot be unselected

d_carey, Tuesday at 5:36 PM #1

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