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Double XP Weekend!
Just a quick post to tell you there will be a double XP weekend, if it holds to the pattern of previous double XP weekends, that means it'll start roughly 3PM Friday and finish 3PM Monday (Actual time may vary).

Just in time for VS to (ab)use the Zealot Module. Nice little gift from the devs there (Shut up it's not underpowered).

Game Update 9 22/5/2013
Source: https://forums.station...e-09-05-22-2013.127601%2F

All servers will come down for maintenance at 6:00 AM PT (3:00 PM CEST) to patch Game Update 09. Downtime is anticipated to be less than 2 hours. Players may note the following changes:

GU09 Patch Notes
The Lattice Link
With recent advances in technology, armed forces across Auraxis have developed the ability to more easily disrupt and manipulate the wireless communication and control protocols used by each of the Empires to take command of a base or facility. This has made the traditional methods for taking control of a region unreliable and potentially dangerous.

In order to maintain the integrity of their control protocols, the Empires have fallen back on an older system – a hard line network that physically connects bases and territories known as the Lattice Link.

While the hard line approach has been able to negate the recent security issues with using wireless technology, the Empires now require a friendly adjacent link to the Lattice in order to take control of an enemy installation.

Indar Battle Flow Improvements:
The flow of combat in the live hex system can be tough to understand and predict, and can give the sense of chaos as opposed to appropriate tactical choices as forces move from one target to the next. We'd like to attempt a different approach that we think will improve the flow of battle significantly.

We have reduced the connections available on the map
-Each region is connected to only a handful of other regions, creating clear conquest lanes
-This will help direct players to the next fight, and allow you to predict the best places to set up defenses
The Facility Forward Spawns have been removed - in their place are new Small Outposts
-These function just like other Small Outposts. Their layouts are very similar to what the Forward Spawns were, plus the addition of Allatum Botany Wing and Saurva South Fortress.
Some underutilized outposts have been removed as they did not improve the new conquest lanes
-Nanite Pump Station
-Archaeological Dig Site
-ARC Bioengineering
-Leopardwood Nursery
-Spec-Ops Training Camp
-Lost End Outlook
-Mesa Comm. Station
-Blackshard Platinum Mine
Some outposts were moved to locations that better serve the new conquest lanes on Indar
-Ceres Farms
-NS Secure Data Labs
-Seabed Listening Post

Dahaka, Zurvan, and Peris have all had layout adjustments to help improve infantry combat flow in the Amp Stations.
Nearly every outpost on Indar received some work to help secure the spawn rooms and the capture points. Our goal was to make it make it much tougher to impact these areas from vehicles
Crown Capture Points relocated. We moved two capture points for the Crown down onto the nearby bridges. We also moved the spawn room back into the tower
We adjusted the road layout on Indar to better match the conquest lanes.
Viable redeployment points are now determined based off of “connected distance” across hexes rather than “as the crow flies”
Warpgates on Indar that used to yield infantry resources should now be surrounded by regions that yield mechanized resources instead
SCU Shields functionality changes – The generators that powered the SCU Shields have been removed. The SCU Shields now power down automatically when the base is 75% captured.

General Updates
Interactive Tutorial

When creating a new character, players will now have the option to participate in a brief tutorial covering the most basic mechanics of PlanetSide 2.
-This can be skipped via a checkbox on the character customization screen
Existing characters can also run the tutorial at any time by going to the Support page and selecting the Go to Tutorial option.
Covers:
-Accessing main menu
-Movement
-Gravity Pads
-Control Points
-IFF Shields
-Equipment Terminals
-Recognizing Friend from Foe
-Spotting
-Basic Combat
-Classes
-Teleporters
-Spawning
-Redeployment
-Warpgate Terminals
-Instant Action

Instant Action Improvements

Instant Action will first try to find a decent fight on your current continent. If it cannot find one it will look for the best fights on any continent. This should prevent instant action from taking players away from Alerts or off a continent they enjoy.

Added sensitivity slider for aiming down sights (<4x scope)

If the default sensitivity feels “off” from what you’re used to, you’ll want to take a minute to re-adjust the slider to get it back to where you like it

The Helios and Connery servers will be merged with this update.

All characters on those servers will be able to log in as normal, they’ll just find themselves on the new Connery server.

New in the Depot
Empire Specific Weapons are now available for the Harasser

-VS: Proton II PPA-H and Saron HRB-H
-NC: Enforcer ML85-H and Enforcer C85 Modified-H
-TR: G30 Vulcan-H and P525 Marauder-H

Other Changes and Additions

-Lumifiber Trim now available for MBTs
-Lowered several infantry weapon prices and adjusted some MBT, Sunderer, and Harasser weapon prices
-Cert Holo Hood Ornament
-Kill Count Vehicle Decal
-Be on the lookout for additional sales

Infantry Updates
New VS MAX Ability: Zealot Overdrive
-Increases movement speed while active
-Speed buff does not increase with cert level
-Decreases armor effectiveness while active
-Increases weapon damage while active
-Damage increases with cert level

New NC MAX Ability: Aegis Shield
-Shield absorbs all incoming frontal damage while active
-MAX is still vulnerable from the side and rear.
-Shield has large health pool and fast regen rate
-Health pool increases with cert level

New TR MAX Ability: Lockdown
-Increases fire rate, projectile speed, and reload speed when deployed
-All the above stats increase with cert level
-not available Locks down the MAX into position and limits their turning radius until undeploying.

Buffed spot bonus xp

-All spot bonus grants are increased from 10 XP to 20 XP
-All squad spot bonus grants are increased from 15 XP to 30 XP

Concussion grenade changes

-All concussion effects will now correctly check line of sight.
-All concussion effects will now scale down based on distance from the impact point and how exposed the player was when the grenade went off.
-The duration of the concussion grenade has been reduced. This duration will now scale down slightly based on how far the player was from the impact point.
-Added unique audio feedback.

Flash Grenade Changes

-Adjusted the falloff of the screen effect so that it is more consistent across different times of day.
-Flash grenades will now remove a player’s UI if that player was close to the impact point.
-The duration of the flash grenade has been reduced. This duration will now scale down slightly based on how far the player was from the impact point.

Other Changes

-The majority of infantry weapons now have a reload threshold. The reload will still count if this threshold is reached and the reload action is interrupted.
-The default medic revive will now revive players at 50% health (up from 20%). The revive cert line has been adjusted to match the new start point.
-Minor adjustments to most TR iron sights and scopes to give a more consistent sight picture across different weapons.

Bug Fixes

-Fixed an issue that caused players who switched classes from a MAX while at low health to appear to have zero health as their new class.
-Fixed being able to fire chamber weapons at an increased rate by pressing reload during the chamber time.
-Removed the delay when swapping away from an in-use heal or repair tool.
-Fixed the missing magazine on the Infiltrator’s detect tool.
-Fixed an exploit that allowed the NC15 Phoenix from being reloaded while the player is still controlling the rocket
-High velocity ammo attachment for the T1B Cycler should now be able to be equipped
-Fixed high velocity ammunition giving a higher than intended velocity increase on certain weapons.
-Female VS infiltrators should now be able to display equipped decals properly
-Zoning during death should no longer cause the UI to display zero shields when spawning back in
-Serpent VE92 and the LC3 Jaguar’s weapon descriptions now properly list 2 fire modes, Automatic and Semi-Automatic
-Vortex VM21 should now display a Charge fire mode in the description

Vehicle Updates
Enforcer C85 Modified


Model has been adjusted to look more NC.
Adjustments were made to magazine size and shots per pellet so that it could damage armor and be more useful.
-CoF no longer blooms after each shot
-Increased magazine size from 3 to 5
-Ammo Capacity increased from 60 to 100
--Certifications now grant 5 additional shots per rank instead of 6
-Added magazine size certification line. 1 rank that adds 1 round.
-Time to reload increased from 2500ms to 3000ms
--Certifications now reduce reload speed by -100ms per rank instead of -90ms per rank
-Changed to a different resist type which allows it to do light damage to armor
--Amount of pellets per shot reduced from 12 to 8
--Damage per shot reduced from 250 to 150

Enforcer ML85

Model has been adjusted to look more NC.
Slight Redesign of Enforcer ML85. It can now fire up to 10 rounds before reloading. When you are landing with most of your shots, the TTK is an improvement over the previous version. Projectile speed has been reduced slightly.
New Description: “The Enforcer ML85 fires magnetically propelled HEAT darts. The magnetic launcher allows for smaller projectiles so more rounds can be loaded at once, requiring fewer reloads. This gives the ML85 strong and sustainable damage. NC use only.”
-Clip size increased from 1 to 10
-Reload speed reduced from 3250 to 3000ms
-Direct hit damage reduced from 1500 to 700 (650 on Harasser version)
-Projectile speed decreased from 300 to 200
-Added fire rate of 1000ms
-Ammo Capacity increased from 30 to 100
--Ammo Capacity certifications increased from 3 to 10 per rank.
-Outer blast radius reduced from 3 meters to 2 meters.

Proton II PPA

Tuning pass done on PPA to make it a more competitive option. Fire rate should feel improved and it should do more damage to armor and has a slightly higher blast radius.
-Changed to a different resist type, allowing more direct hit damage on vehicles.
-Fire rate reduced from 600ms to 400ms
-Max Direct hit damage reduced from 300 to 275
-Max damage range increased from 10 meters to 50 meters
-Minimum Direct hit damage increased 150 to 225
-Min damage range increased from 100 meters to 150 meters
-Inner blast radius damage reduced from 350 to 300
-Inner blast radius increased from 1 meter to 1.5 meters
-Outer blast radius increased from 3 meter to 4 meters
-Clip size reduced from 60 to 50
-Ammo Capacity reduced from 420 to 350
--Amount granted from Ammo Capacity Certs reduced from 60 to 50 per rank.

Saron HRB

Slight redesign of HRB. It can now rapid fire several shots before reloading. It is pin-point accurate on the first shot, but the cone of fire blooms significantly after the first shot. This allows it to ‘unload’ on targets at close range for a faster TTK. TTK at medium to long range should remain the same when waiting for the cone of fire to reset.
New description: “The Saron HRB fires fast and accurate armor damaging beams. Accuracy of the HRB decreases significantly for half a second after each shot. VS use only.”
-Removed firing delay
-Magazine size increased from 1 to 6
-Added Fire Rate of 200ms
-Direct hit damage per shot decreased from 1500 to 425
-Increased projectile speed from 250 to 300
-Max ammo capacity increased from 30 to 180
--Amount granted from Ammo Capacity Certs increased from 3 to 6 per rank.
-Added cone of fire bloom per shot of 6
-Added max cone of fire of 6
-Added cone of fire recovery of 6 in 0.5 seconds
-Reduced effectiveness of AoE sense it can be spammed against infantry more
--Inner blast damage decreased from 750 to 350
--Inner blast radius decreased from 1 meter to 0.5 meters
--Outer blast radius decreased from 3 meters to 2 meters

G30 Vulcan

Model has been adjusted to look more TR

P525 Marauder

Model has been adjusted to look more TR

Bug Fixes:

-A new collision type has been added around the wheels of the Harasser, this should prevent the wheels from clipping into walls (and prevent the Harasser from going into small doors).
-Did some tuning on the Flash to make it handle a bit tighter like the Harasser.
-Remote viewed vehicles (this includes vehicles you are manning a turret for) should no longer wobble excessively
-Fixed some cosmetic issues with Harasser Lumifiber Trim if it was activated while the 3rd person camera was active and the driver did some seat switching
-Fixed the third person NC MAX animations appearing to constantly melee attack while sitting in the Harasser rumble seat
-The Harasser’s primary weapon should no longer hit players in the rumble seat
-Exiting the Harasser rumble seat while next to a grav pad should no longer continue to elevate the player until they crouch
-The Lightning’s Skyguard Maximum Ammo certification description should now accurately reflect the ammo capacity per rank

UI Updates
Cleaned up the display of minimap icons
-Icons are now smaller assets to mitigate the shimmering-effect and to decrease the footprint
-Self indicator used in the rotating minimap is now more transparent
-Decreased the glow on the assets for better readability
-Squad and platoon indicators are now smaller and more transparent
-Indicator sorting reconfigured to always show enemies as the top layer

Added a new Instant Action toggle hotkey
-Default binding is the “Home” key. This hotkey functions very similarly to Redeploy and can be canceled by pressing the hotkey again.
-If using Instant Action with the hotkey it will display the destination location where it will take the player.
-If Instant action is on cooldown when a player presses the hotkey, that player will receive a message indicating the remaining time on the cooldown.
-If it is used as a MAX or when instant action is unavailable then players will get appropriate error messaging.

Map Polish
-Players can now have Territory Control, Enemy Activity, Ally Activity or any combination of the three toggled on at the same time (if they dare!). Territory Control will show up as colored borders if Enemy and/or Ally Activity filters are toggled on.
-Region rollover is now indicated by outlining the region in white instead of highlighting the fill
-Resources toggle panel is now combined with the Filter toggle panel
--You can now click on the filter and resource text to toggle their filter checkboxes

New Map Viewing Options – Facility Links, Resource Flow, and Influence Cloud
-The facility connections filter will show how facilities link to each other and their relationships with neighboring facilities.
-The resource flow filter will show warpgate-connected facilities via their links (supply lines).
-The influence cloud filter is an alternative display option to territory control. In this view, each facility generates heat in the owner's faction color (large facilities will appear brighter than outposts), creating amore dynamic display than the region boundaries.
-Added terrain filter option for players that want to turn it off in the map screen

Other Changes
-Now able to set waypoints via the minimap by right-clicking it
-A sound now plays when you receive a tell
-Expanded minimap ([H] by default) now shows compass
-Warpgate spawn points no longer have any cooldown
-Added “Ultra” quality settings

Bug Fixes

-Fixed an issue with the Depot where some bundles would improperly display as unlocked if you owned certain items within the bundle
-MAX units should now be able to request rides from Harasser drivers through the radial action menu
-Fixed issue with placeable ammo indicator not showing properly tinted icon
-Fixed an issue which caused the Loading screens to not show their percentage loading properly
-Fixed issue with changing Fixed Minimap setting not updating the player indicator in the minimap.
-Non-silenced weapons will now correctly show players on the mini-map.
-Generators should now display correct timer values on the Map and Minimap
-Corrected a typo in the description for the AF-18 Stalker

Facilities Updates
VR Training:

-Changed the equipment terminal in front of the VR spawn tubes into a Warpgate Terminal.

Bug Fixes

-Generators can no longer be overloaded without having proper territory adjacency
-Support beams on bridges should now render at appropriate distances
-Stopped a jump pad at the Allatum Bio Lab from launching you into a tree

The Vanu Challenge
Result: Vanu smiles upon Garysqueak - Congratulations!

NB - Must confess I struggled with the scoring, especially the sunderer race, if any concerns or issues are apparent let me know. Thanks. We hope to have recordings up soon for viewing.

Scoreboard
WINNER LEADERBOARD
47 Garysqueak
46 Renegade
43 Khuntai
36 Mantabloke
34 Ndroid
34 Jay7644
33 Leezar
31 Ribby
30 Grandwazir
25 Flyinflea
21 Mestinks
20 Tayln
17 Gafry
15 Ghostking
14 Som3Blok3
13 ZZT0p
11 Tayln
10 Bootneck
10 McGrumble

Driving challenge order: 20 Mantabloke (First place), 19 Garysqueak, 18 Leezar, 17 Renegade, 16 Grandwazir, 15 Tayln, 14 Khuntai, 13 Flyinflea, 12 Gafry, 11 Ribby, 10 Ghostking, 9 Ndroid, 8 ZZt0p, 7 Jay7644, 6 Mestinks, 5 Bootneck (Last place), 4 Som3blok3 (Died)

Shooting Challenge
3 kills = 15 points Garysqueak
2 kills = 10 points Mestinks, Jay7644, Khuntai, RenegadeCZ, Ribby
1 kill = 5 points NDroid, Som3Blok3, MacGrumble, Grandwazir

Sunderer Challenge
20 Ndroid, 19 RenegadeCZ, 19 Khuntai, 17 Jay7644, 16 Mantabloke, 15 Leezar, 14 Grandwazir, 13 Garysqueak (Crashed out), 12 Flyinflea, 11 Tayln, 10 Ribby

Game Update 7 patch, today, April 18th 2013, 2PM UK Time
In particular, note that the Magrider strafing acceleration has been increased significantly, the VS MAX AV has had velocity increase and now has two rounds per reload but each shot does 350 damage instead of 550. Meanwhile, improvements have been made to the battle rifles and the infiltrator scout rifles. Two NS pistols have been added to the game instead of one. I'd also recommend you do some test throws with grenades before going into combat, they've changed the aiming/arcing functionality in this patch. The Flash might also soon be actually be steerable, yay! There's also now a toggle to prevent turn reversal when you go into reverse in a vehicle. Also WTF happened to me formatting, any spaces in front of a sentence are removed. Huh.

Anything particularly relevant to us will be highlighted a special colour.
Source: http://forums.station....ce-game-update-07.117226/

All servers will come down for maintenance at 6:00 AM PT (3:00 PM CEST) to patch Game Update 07. Downtime is anticipated to be less than 2 hours. Players may note the following changes:

New in the Depot

NS-44 Commissioner - The awe-inspiring stopping power of the accurate NS-44 Commissioner revolver can put down even mid-range targets with a few well placed shots. Cowboy up and grab one today!

NS-357 Underboss - Chambered for the powerful .357 magnum cartridge, the snub-nosed Underboss revolver features a faster rate of fire and more controllable recoil than its bigger NS-44 brother. The only question left is did you fire five shots or six?


Both of these new pistols have statistically identical black and gold tinted versions available to members in the early access section of the Depot

New Helmets for Heavy Assault and MAX:
-New Conglomerate: GD Titan 113 Helmet
-Terran Republic: Bravo MHS Helmet
-Vanu Sovereignty: Protos Helmet

New Features:

New Weapon Stats are now available! Damage Range, Reload time, and every thing else you need to know about your weapons is now at your fingertips.

Want to see how that Desert Scrub will look on your Sunderer or Character? Now you can with our preview feature!

Infantry Updates

Active Heavy Assault Shields and flak armor will no longer stack.
Jump Jet audio has been increased in volume.
Grenades are now thrown directly at the aim point. The arc has been slightly modified to work with this change.
Tanks mines have been increased in size.
Removed the forced weapon swap after deploying an object.
Lock-on rocket launchers can no longer lock on to turrets.
The repair tool targeting now functions similar to the heal tool.
All extra VS damage scaling at range has been removed. VS minimum damage now matches the damage scaling of the other two factions.

Weapon Specific Changes:

Battle rifles will now more consistently recoil to the right.
Added the High Velocity Ammunition attachment.


TR M3 Pounder HEG
-Magazine Size: 2 changed to 4
-Projectile Speed: 70 m/s changed to 100 m/s
-Projectile Gravity: 2 changed to 10
-Direct Damage: 375 changed to 325
-Short Reload: 1.25 seconds changed to 1.75 seconds
-Long Reload: 1.5 seconds changed to 2 seconds

TR MRC3 Mercy
-Projectile Velocity: 450 m/s changed to 550 m/s
-Max Damage: 143 changed to 125
-Short Reload Time: 2.4 seconds changed to 2.6 Seconds

TR M6 Onslaught
-Rounds Per Minute: 475 changed to 490
-Short Reload Time: 2.4 seconds changed to 2.2 Seconds
-Long Reload Time: 3.0 seconds changed to 2.8 Seconds
-Minimum Damage: 112 changed to 100
-Minimum Damage Range: 65 meters changed to 50 meters
-Projectile Velocity: 450 m/s changed to 440 m/s

VS Beamer VS3
-Short Reload: 1.7 seconds changed to 1.45 seconds
-Long Reload: 2.0 seconds changed to 1.75 seconds
-Aimed Accuracy: 0.4 degrees changed to 0.3 degrees

VS Manticore SX40
-Aimed Accuracy: 0.4 degrees changed to 0.3 degrees


NC Warden, TR AMR-66, Eidolon VE33
-Vertical Recoil: 1.0 changed to 0.6
-Horizontal Recoil: 0.25 min, 0.35 max changed to 0.18 min, 0.22 max
-Recoil Recovery: 5 degrees per second changed to 15 degrees per second
-Aimed accuracy loss per shot: 0.125 changed to 0.1
-Hip accuracy loss per shot: 0.25 changed to 0.2
-Equip Time: 0.5 seconds changed to 0.85 seconds
-Short Reload: 2.3 seconds changed to 2.5 seconds
-Long Reload: 3.4 seconds changed to 3.5 seconds
-Damage scale start: 10 meters changed to 8 meters
-Damage scale end: 85 meters changed to 65 meters

NC AF-18 Stalker, TR SOAS-20, VS Artemis
-Minimum Damage: 112 at 65 meters changed to 125 at 65 meters
-First Shot Recoil: 2.5 changed to 1.5
-Recoil Recovery: 15 degrees per second changed to 18 degrees per second
-Magazine size: 20 changed to 24
-Total Ammunition: 120 changed to 240
-Short Reload: 2.25 seconds changed to 2 seconds (long reload remains same at 3 seconds)
-Aimed Accuracy: 0.15 crouched moving, 0.25 stand moving changed to 0.2 crouched moving, 0.3 stand moving
-Horizontal Recoil: 0.1 min, 0.3 max changed to 0.2 min, 0.225 max
-Equip Time: 0.5 seconds changed to 0.75 seconds

NC AF-6 Shadow, TR HSR-1, VS Nyx VX31
-Rounds Per Minute: 260 changed to 255
-Vertical Recoil: 1.5 changed to 1.0
-Recoil Recovery: 6 degrees per second changed to 8 degrees per second
-Short Reload: 2.32 seconds changed to 2.0 seconds (long reload remains same at 2.9 seconds)
-Damage Scale Start: 10 meters changed to 15 meters
-Damage Scale End: 85 meters changed to 65 meters
-Aimed accuracy loss per shot: 0.125 changed to 0.3
-Hip accuracy loss per shot: 0.25 changed to 0.6
-Equip Time: 0.5 seconds changed to 0.85 seconds
-Magazine size: 10 changed to 12
-Total Ammunition: 70 changed to 72

NC NCM2 Falcon
-Reload: 2.5 seconds changed to 2.4 seconds
-Max Projectile Velocity: 80 changed to 100
-Projectile Gravity: 1.5 changed to 0.5
-Direct Damage: 750 changed to 675

VS Comet VM2
-Projectile Velocity: 60 changed to 90
-Magazine Size: 1 changed to 2
-Direct Damage: 550 changed to 350
-Short Reload: 1.5 seconds (Short reload previously didn't exist. Long reload remains the same at 1.7 seconds)


M2 Mutilator
-Projectile Velocity: 400 m/s changed to 500 m/s
-Long Reload: 3.5 Seconds changed to 3.4 Seconds
-Short Reload: 2.975 Seconds changed to 2.8 Seconds
-All VS MAX Anti-Infantry weapons except for the Nebula VM20
-Increased starting accuracy by 0.1 degrees in all movement states.

VS Blueshift VM5
-Rounds Per Minute: 350 changed to 365
-Projectile Velocity: 400 m/s changed to 500 m/s
-Now does 143 maximum and minimum damage.

VS Nebula VM20
-Rounds Per Minute: 400 changed to 425
-Accuracy loss per shot: 0.06 changed to 0.05
-Short Reload Time: 2.1 seconds changed to 2.15 Seconds
-Long Reload Time: 2.8 seconds changed to 2.6 Seconds
-Minimum Damage @ 50 meters: 112
-Projectile Velocity: 450 m/s changed to 430 m/s

VS Cosmos VM3
-Projectile Velocity: 400 m/s changed to 500 m/s
-Long Reload: 3.3 Seconds changed to 3.2 Seconds
-Short Reload: 2.475 Seconds changed to 2.4 Seconds

VS Lasher X2
-New model with new firing and reload animations.


TR T7 Mini-Chaingun
-This weapon’s spool up time no longer acts like a fire delay. It will now fire immediately and then ramp up to its maximum RPM over the spool up duration.
-Aimed Accuracy: 0.3375 crouch moving, 0.9 stand moving changed to 0.2 crouch moving, 0.35 stand moving
-Hip accuracy: Reduced by 0.5 in all movement states.
-Short Reload: 3.4 seconds changed to 4.15 seconds
-Long Reload: 4.0 seconds changed to 5.0 seconds

Bug Fixes

Fixed health and shield bars intermittently displaying as empty when wearing nanoweave.
Fixed reticule flicker when compensators are equipped on LMGs and slug ammunition is equipped on shotguns.
Fixed 3rd Person animation issues with the Phobos VX86
Fixed an issue that caused 1st and 3rd person animations to break for the Lancer if it was reloaded under the right conditions
Fixed issue that removed access to the VMS or DMO scopes when logging out with them equipped on the Eridani SX5 or SMG-46 Armistice
Fixed visual firing inconsistencies in 3rd person for the Lancer
Purchasing the TMS 4x Scope will now grant access to the correct scope
Fixed 1st person reload animation issue for NS-11 C
Fix for flickering OG-4 scope cross hairs
Healing an ally damaged by friendly fire will no longer grant XP
Addressed problems with the AV MANA Turret not displaying 3rd person projectiles accurately once at least one level of the turret’s cool down cert was purchased

Vehicle Updates

Increased Magrider base strafe acceleration rate.
Increases top speed to 20 KPH (up from 15)
Takes 2 seconds to reach 20 KPH (down from taking 3 seconds to reach 15)
This should also cause the Magrider to not slow down as drastically when strafing over small inclines.

Damage received when a vehicle flips over and hits the ground reduced. The vehicle will still take increased damage and eventually be destroyed, but this should allow a chance for the vehicle to right itself or passengers to bail out before it explodes.


Added option to toggle off inverting steering controls when a tank goes into reverse.
Improved Flash Handling
-Should be easier to control while in reverse
-Traction should be improved at higher speeds

Bug Fixes
-Fixed issue that would not allow the S12 Renegade to be equipped while being trialed
-Proximity Repair system should now properly award support XP to the owner if they are not in the driver seat

UI Updates

Strategic Communication Improvements
Removed blinking map regions
Capture progress is now displayed on the map
Ally activity displayed on the map
Influence pie charts have been replaced with population percentages
Changed the visualization of enemy activity – activity level coloring is now a gradient of red instead of spectrum of different colors
Disabled generator/spawn display for facilities
Secondary objective timer display added to HUD indicators
Facility icons now visible at all zoom levels on the map
Map legend added

Service Ribbons can now be earned for capturing and defending bases


Improved Item Preview
-Preview is now full screen
-Items can now be previewed on multiple classes

Loadout Screen Improvements
Locked gear and weapons can now be viewed and unlocked from the loadout screen
Quick camo selector added to main Class/Vehicle screens – Allows you to quickly select and apply permanent camos to all classes/weapons/vehicles
Removed the old class and vehicle landing pages
The currently equipped consumable can now be resupplied directly from the main Class screen
Medals are now displayed in the loadout from the main Class screen
Added a class/vehicle cert button to main Class screen
Specific weapon attachment slots can now be selected from the main Class screen and weapon selection screen
Item descriptions added to the weapon selection screen
Better Weapon Stats shown on weapon selection screen
Replaced stat bars with numbers
Added damage-range degradation graph
More weapon stats displayed
-Muzzle velocity
-Ammunition
-Hip Accuracy
-Aim Accuracy
-Iron Sight Zoom
-Indirect Damage


New HUD indicator for Ammo Packs
Added a Bundles category to the Depot
Added invert reverse steering option for track vehicles

Bug Fixes
-Loadouts should now unlock properly if players earned enough XP at once to skip the battle rank that unlocked it
-The Squad listing in the social window should now display additional squads when scrolling down

Facilities Updates

Increased facility secondary objective (generators and SCUs) XP rewards:
-Overload: Raised from 100xp to 250xp
-Stabilization: Raised from 100xp to 250xp
-Objective Kill: Raised from 100xp to 500xp
Bug Fixes
-Turret shadows should rotate with the turret appropriately
-Vehicles in VR should now respawn more reliably

Teamspeak Guidelines
I'm going to use the two week gap between major game updates to put some Teamspeak guidelines on the front page.
Teamspeak guidelines:
(Note these may be subject to change but are a good basis to work from)
I don't really want to see a hard and fast rule, largely because it won't be fun being the person who gets told off for it and it'll be even less fun doing the telling off. Instead, I'd like to suggest several things you should consider before you press the talk key on Teamspeak, my hope is we'll end up with a good balance of banter & essential comms without 3 people talking over each other.

1. How many people are online? If lots are online the risk of 3 people talking at once is high.
2. How intense is the fighting? When a wave of air are approaching your AA battery, that's the time to be calling out targets over teamspeak instead of talking about what your going to have for dinner.
3. How long will it take me to say this? Longer sentences should probably be saved for /o /s & /p chat.
4. Am I sure what I'm about to say? I'm sometimes guilty of this, half way into a sentence I realise I've lost the point of what I was trying to say, resulting in a long & rambling sentence. Also keeping what you're trying to say short gives other teamspeakers more time to speak, creating more back & forth discussion on teamspeak.
5. Am I part of a vehicle crew? Depends on what's going on, but it may be advisable for you to move to another teamspeak channel with other crew members if it's likely you'll be yelling targets at each other.
6. Am I at the main fight? As an extension of consideration 5, if you're not fighting at the platoon waypoint calling out targets near you won't be helpful to a lot of the teamspeakers, consider moving TS channels.
7. Is this something only the squad/platoon leader needs to know? Depends on the urgency of the information but for instance, if a territory is just starting to flip it may be better to ask who the platoon leader is and send a tell about possible objectives.
8. Am I just spewing random swear words? We really don't need to hear you swear because you did something silly.
9. Finally. Is this actually useful? For instance, consider which of these two statements are useful:
A) Those fucking splatterMAX's are SO overpowered! B) There's a splatterMAX in the south building!
Note I'm not suggesting we can't talk about how effective the NC MAX's are, but try to focus it into a solid discussion, such as how splatterMAX's could be made more balanced, rather than a rant about overall effectiveness.

My hope is the above guidelines will be helpful to you, so you can understand why you might be getting muted by other teamspeak users. Thank you for reading.

GU6 patch today (3rd April 2013)
Source: http://forums.station....ce-gu6-04-03-2013.111845/
Overview for GU6: http://forums.station....d-feature-preview.111452/
Extensive patch notes today, includes nerfs to NC MAX's (Yay, should be harder for them to splat OUR MAX's), adjustments to shotguns (That read like nerfs, but not sure how big the nerfs are), changes to base turrets, a Fix for non-selected characters being deleted in error during character deletion process plus service ribbons and the alerts system. Lots of fixed included. Also, there's a new common pool LMG

All servers will come down for Game Update 06 beginning at 6:00 AM. Downtime is anticipated to be less than 2.5 hours. Players may note the following changes:

General Updates
Service Ribbons

Service Ribbons are quick-to-earn achievements that are repeatable and grant a reward for completing them.
Service Ribbons are earned by killing enemies with infantry weapons and by supporting your allies. We will be adding more ribbon types (ex: teamwork, base capture, and vehicle ribbons) in future updates.
Players earn an experience bonus (on top of the normal ribbon experience reward) for the first few ribbons earned each day
Weapon Ribbons = 10 kills
Revive Ribbon = 15 revives
Healing Ribbon = Heal 10,000 points
Repairing Ribbon = Repair 15,000 points
Piloting Ribbon = 20 driver assists
Rewards for each are 250xp
An additional 500xp if it’s receiving the daily bonus

Alerts

This is a new, dynamic, server controlled event system. Alerts are automatically triggered and communicated to players through notifications and the [Tab] screen.
The Alert type being introduced in this initial phase of implementation is Continent Capture. In Continent Capture, empires will need to control a specific continent within a fixed amount of time. If an empire captures all regions on the designated continent before the timer expires that empire will be declared the winner, ending the alert. If no empire captures all regions within the allotted time, all empires will receive a reward proportional to the territory control (i.e. an empire that owns 40% of the territory will earn 40% of the reward). Players do not have to be on the alert continent to receive the reward. The reward is server-wide.
While participating in the event areas players will receive a percent increase to their experience rewards.
We will be adding more alert types in future updates.

New Membership Benefits

Members now have access to an additional daily sale
Members now have access to an additional three character slots as part of their membership

Client stability improvements

New in the Depot

Extra character slots can now be purchased from the Depot
The new common pool NS-15M LMG has been added to the Depot
New Mercenary Helmets for Combat Medic and Engineer

Infantry Updates

Tank Mines Will no longer arm if thrown on top of a vehicle.
All Shotguns

Maximum damage per pellet reduced to 134 damage on all shotguns that previously did 143 damage.
Slowed down to 700 MS, from 575 MS (now matches assault rifle equip times and not carbines).

Slug Ammunition

Slug animation no longer lowers rate of fire when equipped.
Now reaches minimum damage at 40 meters, reduced from 65 meters.
Minimum and maximum damage are unchanged on semi-auto and auto shotguns. Pump-action slug ammunition had its minimum damage raised to 400 from 360.
Iron sights and optics have been realigned to give a better sight picture.

NC Mauler S6, TR FA1 Barrage, and VS Pandora

Rate of fire slowed down to 225 RPM.
Short reload time slowed down to 2050 MS.
Long reload time is faster at 3350 MS.
Lowered vertical recoil to 1.3, from 1.5.

NC Sweeper, TR TS4 Haymaker, and VS Nova

Rate of fire slowed down to 225 RPM.
Short reload time slowed down to 2900 MS.
Long reload time slowed down to 4100 MS.
Lowered vertical recoil to 1.3, from 1.5.

NC Piston, TR AS16 NightHawk, and VS Thanatos

Rate of fire slowed down to 260 RPM.
Short reload time slowed down to 2600 MS (long reload unchanged).
Recoil recovery rate slowed down to 12 degrees per second, from 15.

Minimum damage lowered to 50 per pellet.

NC GD-66 Claw, TR TRS-12 Uppercut, and VS Phobos VX86

Chamber time slowed down to 600 MS.
Recoil recovery rate slowed down to 12 degrees per second, from 15.

All NC MAX shotguns

Extended ammunition lowered from +5 ammunition to +4.

NC Scattercannon

Rate of fire slowed down to 180 RPM.
Projectile speed slowed down to 300 m/s.
Magazine capacity lowered to 6.
Short reload time slowed down to 3800 MS.
Long reload time slowed down to 3000 MS.

NC Mattock

Rate of fire slowed down to 180 RPM.
Projectile speed slowed down to 400 m/s.
Magazine capacity lowered to 6.
Short reload time slowed down to 3800 MS.
Long reload time slowed down to 3000 MS.
Spread accuracy improved and is now at 2.5 degrees.

NC Hacksaw

Rate of fire slowed down to 209 RPM.
Projectile speed slowed down to 300 m/s.
Magazine capacity lowered to 6.
Minimum damage lowered to 50 per pellet.

NC Grinder

Rate of fire slowed down to 180 RPM.
Projectile speed slowed down to 275 m/s.
Magazine capacity lowered to 8.
Short reload time slowed down to 4300 MS.
Long reload time slowed down to 3400 MS.

Fix for the Phoenix dumb-firing if fired quickly after entering iron sights
The charge on the Lancer can now be sustained through switching to different fire modes (in/out of ironsights)

NS-11c

Fixed weapon not working with the ammunition belt.
Fixed reload speed being 2 seconds for both the short and long reloads. New reload times are:
Short: 1.85 seconds
Long: 2.35 seconds
Fixed forward grip not being aligned with the rail.


MAX weapons no longer have incorrect access to rail attachments in the VR zone.
Rez icons should now properly display for combat medics over downed ally MAX units
Sprinting while reloading a pump action shotgun should no longer cause animation issues
Fixed animation issues with using under-barrel attachments
MAXes should have proper access to the Ammo Storage Container Suit in VR training
The GD-66 Claw reflex sight’s zoom functionality should now be working properly
Scope overlays should no longer be removed when hit with an EMP grenade
Claymores and Proximity Mines should be causing appropriate damage again
Addressed some UI inconsistencies with Heavy Assault’s shield indicator when using Adrenaline Rush
Fix for the LX Tacti-Eye no longer being accessible after logging out with the scope attached



Vehicle Updates

Magrider survivability in large falls should be more in line with other vehicles
Sunderers should no longer slide after stopping on slopes
Reaver composite armor should no longer cover decals
When landed and idle, Galaxies should no longer slowly roll backwards
The Flash’s Wraith Cloak will now deactivate when the driver changes seats
Normal vehicle effects like brakes should come back when the Wraith cloak effect is removed
Vanguard IR Smoke, Shield, and Mine Guard utilities will no longer clip through the back plating of the tank
We no longer have Safe Ejection utilities that fail to eject you safely
Vehicles should no longer start rocking after firing a few times
You should now be able to properly exit the Flash rumble seat if they re-mapped their “exit vehicle” key

UI Updates


/l is now a valid shortcut for leader chat
The death cam should no longer cancel an active revive prompt
Squad Leaders should no longer see “Set Primary Defense” as an option in the Quick Action Menu when targeting allied soldiers
Waypoints now properly display on the minimap
Updated spawn indicator art on the respawn screen to be more visible
Vehicle acquisition timer UI should now be updating properly after spawning a vehicle
The AMR-66 should now be filtered properly in the Depot
NS weapons should no longer be lacking the preview button in the depot
Fix for non-selected characters being deleted in error during character deletion process
Enabling Auto join on Log in will properly persist when you navigate away from the UI page

Facility Updates

All Phalanx Turrets

Increased damage resistance to Aircraft Machine Guns from 85% to 94%. This makes it similar to the damage aircraft machine guns can do to tank top armor.

Spear Phalanx Turret (Anti-Vehicle)

Min damage upped from 1000 to 1250
Projectile flight characteristics now match Vanguard 150mm HEAT
Speed increased from 200 to 250
Gravity multiplier decreased from 5 to 4

Xiphos Phalanx Turret (Anti-Personnel)

Changed damage type from personal weapon to heavy machine gun. Allowing it to damage heavy armor targets.
Adjusted damage and fall off
Max/Min damage adjusted from 218/150 to 200/167
Max/Min range adjusted from 100/75 to 85/10

Aspis Phalanx Turret (Anti-Aircraft)

Can now pitch 10 additional degrees downward.
Jump pads at The Traverse should now properly acknowledge base ownership
NPCs should now spawn more reliably in the VR Training Zone
The Peris Amp Station Barracks, Tower, and Eastern Grove forward spawns have proper capture points again
Addressed occlusion issues near Zurvan Storage Yard
Addressed cosmetic geometry issues at Rashnu Bio Lab
Addressed an issue with players getting stuck in geometry near the SE pass of the Crown
All banners at Mao Tech Plant should accurately reflect base ownership
Addressed an issue with prop objects stacked on a capture point at Mani Biolab
Fixed an exploit that allowed players to pull a free MAX from the VR zone and take it to other continents
Tower teleporters in VR now work properly.
Floating objects in the VR tower have been nailed down.
Fixed the floating AV turret at Heyoka’s western forward spawn
Fix for SCU shields not properly stopping projectiles and deployables
Leaving the VR zone with a tool equipped will no longer break your loadout until you resupply


Audio Updates

There should now be appropriate audio when using the Flash’s turbo utility
You should once again be able to hear your own footsteps after exiting a vehicle

Info from Higby on the February update stuff
So, assuming things go according to plan, the bulk of the Feb stuff is getting patched in next week, the new anti-vehicle weapons will appear in the update after that...
Source: http://forums.station....ate-04-coming-soon.99770/

Hey all!

We wanted to give you guys a preview of some things you can look forward to in GU04, which is tentatively scheduled for release next week, pending any issues discovered in testing of course. First though, I wanted to talk a bit about our current update schedule "cadence" so you all understand when you can expect the game to be updated.

We have three types of updates to live that we use; Game Update, Patch and Hotfix.

Game Updates come on a 2-week cadence, so every second week you should expect a major game update with new features, gameplay changes, items and bug fixes. Last week we released GU03, we expect to release GU04 next week.

Patches come in between Game Updates, they typically don't introduce new gameplay or features, but will usually contain bug fixes, balance changes, and new items. We won't always have one each week, these come as needed.

Hotfixes can come any day, and they're based on an urgent need to change a game balance issue or bug.


In general we try to release Game Updates and Patches early on Wednesday mornings (PST), but we sometimes need to hold back the updates for more QA time when issues are found.

Coming with GU04

Here's a preview of some of the features which are currently scheduled to be released with GU04 next week and the patch in the following week:
Flash update:
Wraith Module (Cloaking) for infiltrators using the Flash
Rumble seat - bring a passenger with you on your flash, they are weapons free in the passenger seat!
New weapon: Renegade shotgun

Account level unlocks
Items you've purchased with StationCash will be available to all characters on your account that are eligible to use that item.
Common pool items, such as the Zephyr or NS-11 will be available to all characters on your account.
Empire specific weapons such as the GD-22 and Lasher will be available to all characters of the required faction on your account.
We are working on a solution for those of you who have purchased the same item on multiple characters.

VR Training
A safe test zone where you can try each weapon and vehicle in the game with no resource cost or cooldown timers.
Target practice areas to learn weapon strengths and weaknesses at range, practice recoil patterns.
Driving/flying area to practice with vehicles.
Areas to practice team tactics, such as towers and small outposts.
No player stats are recorded in VR, so have fun!

New respawn & map screen
We've combined the respawn and map screen into one.
The new map screen has been cleaned up better use space.
Additional top requested features, such as friendly troop locations will be coming soon, but not with GU04.

Membership enhancements
We've increased the number of passive certifications for members and scaled the increase in cert points based on length of membership. The new cert point rates are as follows:
1-mo. member - 24 passive cert points/day
2-mo. member - 28.8 passive cert points/day
3-mo. member - 33.6 passive cert points/day
4-mo. member - 38.4 passive cert points/day
5-mo. member - 43.2 passive cert points/day
6-mo. + member - 48 passive cert points/day

Empire specific Rocket Launchers
VS - Lancer: an extremely precise, super-high-velocity, anti-vehicle energy weapon with a unique charge mechanic, the longer you charge the weapon the more damage it deals.
TR - Striker: launches a series of mid-damage guided missiles at a single target, the Striker's user must maintain the lock by keeping the enemy in the crosshairs while the missiles are tracking.
NC - Phoenix: A high damage, slow firing camera guided missile which must be guided by the Phoenix's user. The Phoenix is capable of dealing high damage with very little warning since there is no lock on.
These weapons will be released in the patch the week following GU04

Notable balance changes
Explosive radius from ALL vehicle based damage sources have been reduced, this does not affect vehicle vs vehicle direct hit damage, only splash damage vs infantry.
Prowler HEAT / HE rounds have had their damage reduced to no longer 1-shot kill infantry, killing a full health infantry will require both Prowler rounds to be fired. This does not affect vs. vehicle damage.

This is just a small preview of the main tentpole features for GU04, in addition to the above GU04 will contain a number of bug fixes and smaller balance tweaks, map changes to Indar, optimization and stability improvements.
I want to be absolutely clear that all of this is tentative, and until it's on the server it's not a guarantee! We want to keep you guys as up to date as possible with the current development, but it must come with the understanding that features slip & dates slip, and what we're giving you is our best possible projection of what and when.
As always, we're excited to hear your feedback, here, twitter, facebook and everywhere else.
Thanks!

Higby on: Roadmap, Players Site and Server Merges!
Source: http://forums.station....-and-server-merges.96517/

Text follows:
Hey all –

We’ve had a busy couple weeks here on the Planetside 2 team, and I wanted to talk about three things in particular that we've been working on.

First up: Roadmap Update. It’s been about a month since we've released the Roadmap website and so far it has been incredibly helpful for us on the team to see your ideas and suggestions on upcoming features. So, huge “Thank you!” to everyone who has participated in discussion of our upcoming features on Roadmap, and if you haven’t yet, please do check it out. We’ve already changed priority and direction on several features based on feedback and suggestions from the Roadmap site. In some cases feedback has caused us to reevaluate a feature and/or changed the scope of required work which will cause features to be moved forward or backwards in the schedule to match their new estimated delivery, so, you can expect to see a reshuffling of features on there soon. As we realign the features we’ll be going through each, giving more details where possible, and including the reasons for them moving in the schedule so that everyone understands how their favorite upcoming feature is coming along.

Speaking of shuffling, right now the Roadmap lists most tasks on the month they’re being worked on internally, which makes sense for our internal project management, but not as much sense when thinking about it as a “release date”. So, we will be shifting the months that tasks are listed in forward based on the fact that we generally patch at the tail end of the month, due to this, updates marked for “May” would show up in late May or, if delayed, early June, which many of you have let us know is a bit confusing. For game updates we are working off a 2-week cadence, so you can expect to see two major updates each month, and minor updates and bug fixes in between when and if necessary.

At the end of the day, the goal of the Roadmap is to give the an accurate view of what will actually be getting delivered month-by-month. It will never be 100% accurate 100% of the time, but we’re working on a plan to ensure it is kept up-to-date with our best estimates of when features will be released.

Next: Players Site: http://players.planetside2.com. We’re really excited to finally release the beta version of the Planetside 2 Players site! The website has a ton of really kickass character-focused features including: comprehensive character and progression stats, detailed stats on class, weapon, and vehicle usage, realtime & historical killboards for each character, friend status and more.

In addition to character statistics the site features leaderboards which can be filtered based on a number of criteria, like server & time period, as well as a PlanetStatus page which displays the current territory control of each continent for your server. Several features such as outfit browsing and certifications will be coming online in the future. The website is in beta so please be gentle and report any bugs you see with it here: http://forums.station....s-site-now-in-beta.96152/

We’re really proud of the Players site and we can’t wait to hear your thoughts on it.

Finally: Server Merges. Next week we will be doing server merges to help even populations across all game servers. Right now we have a lot of disparity between populations on our servers, some are highly populated with active fights across all continents, some are not. This is a factor of which servers were most popular at launch, and players gravitating to one or two servers per locale. Now that the crush of new players from launch and the holidays has died down, and our server populations and incoming new players have stabilized we have a good idea of where each server stands in terms of player population, empire population and we can model merges to optimize the populations.

The following servers will be getting Merged:

US West:
Genudine and Helios -> Helios

US East:
Mattherson and SolTech -> Mattherson
Waterson and Jaeger -> Waterson

EU:
Cobalt and Lithcorp -> Cobalt
Ceres and Mallory -> Ceres

Connery, Woodman, Miller and Briggs will not be part of the merges.

You won’t have to do anything to participate, the entire server population will be moving, your friends, outfits & certs will all be coming with you. Those of you on servers that are being merged will just see that your character is on a different server the next time you log in after the merger is complete. The result of these merges will be a more consistent and full server population during off-peak hours, more players to support better utilization of all of the continents in the game and, generally a lot more massive in your massively-multiplayer. Shortly after the merges are complete we plan to begin offering server transfer tokens, so if you would prefer to go to a different server at that point you could.

Until next time, thank you for playing Planetside 2 and we’ll see you on Auraxis!

-
Matthew Higby (@mhigby)
Creative Director - Planetside2

Game Update 20/2/2013
Source: http://forums.station....-2013.95936/#post-1269314

-------------------------------------------
All servers will be brought down at 6:00 AM PT (2PM UK) for a game update. Downtime is anticipated to be approximately 90 minutes. Players may note the following changes:


General Updates

· Tweaks have been made to render distance values

Infantry Updates

· Corrected an issue while using HR-NV on an SMG on low settings that would make it difficult to see other players within 20m
· Dying and reviving with the VS Eridan SX5 HS/NV Scope equipped will no longer cause the scope to become misaligned.
· Icon for the VS Eridani SX5 should no longer be misaligned
· If an engineer turret is placed on or near a vehicle pad, they will be deconstructed when a vehicle spawns.

Vehicle Updates

· Optics will no longer persist when switching from gunner to the driver’s seat in various vehicles
Item Updates

· New SMG’s and customization items

UI Updates

· Players with outfit tags should be able to see kill messages in chat
· Made it so players can see hotspots on continents they are not on.
· While using the Enemy/Ally HUD color scheme, the influence pie chart will only display 2 wedges (ally vs enemy) instead of three (two of them being red anyway)
· Squad leaders should now be properly added to the Command Chat voice channel
· Squad leaders that belong to a platoon should now be able to promote a member of their squad to the role of squad leader.
· Fixed an issue where changing an outfit member’s rank would not always work on the first attempt
· Corrected an issue where multiple consumable tints could not be purchased at once in the Premium Early Access section of the depot
· Submachine guns should now appear properly in the depot when filtering for Infiltrator or Heavy Assault weapons
· Influence percentages on the HUD should now update more dynamically
· Fixed an issue where purple generator icons were being displayed on the respawn map instead of the appropriate destroyed generator icon
· Will no longer display a “Killed by []” message in chat when you are killed by a pain field

Facility Updates

· Fixed the spawn location for Xelas South Bridge
· Made fixes to the coverage of multiple spawn room pain fields including:
o Zurvan Pump Station
o Zurvan Network Complex
o All forward spawns for Dahaka
o Saurva Data Storage
o Mao Southeast Gate
o Mao Southwest Gate
o Rashnu Cavern
o Rashnu Southern Pass
o Allatum Broadcast Hub
o Allatum Research Lab
o Hvar Northgate Garrison
o Auraxicom Substation
o Wokuk Shipping Dock
o Wokuk Storage Yard
o Camp Waterson
o Elli Barracks Complex
· Should now be able to successfully capture the Freyr Substation forward spawn point
· Fixed the spawn point at the NS Refinery
· Made fixes so the spawn room shields will properly change faction when the point is captured across the following areas:
o Hvar, Southeast Forward Spawn
o Mekala, North Forward Spawn
o Tumas, Northeast Forward Spawn
· All jump pads at Tawrich Depot should work correctly again
· All teleporters at Andvari Bio Lab should have functioning shields again
· Amerish’s East Hills Checkpoint should now display correct region info in the HUD
· All jump pads and air vehicle pads at Elli Amp Station should now properly recognize the Empire in control of the facility
· Saerro Listening Post’s teleporter room has had its pain field re-enabled
· Fixed an issue where specific door shields at Zurvan would be invisible when viewed from certain angles
· Corrected some missing wall textures at Tawrich
· Corrected ramp geometry errors across all amp stations
· Regions of the Vanu Archives should no longer display as part of Snake Ravine in the HUD

Audio Updates

· VS Flare audio should no longer cut out when running low on ammo

Higby makes a post on Magriders
Source: http://forums.station....der-manuverability.95479/

Hey all -

I've spent a lot of time reading threads here, tweets & reddit posts from a lot of VS players upset with the changes to Magriders - I wanted to respond to a few things and let you know what we're up to.

I came in today exclusively to dedicate some time to driving around in the Magrider and checking out how it feels compared to the Vanguard and Prowler. I tried out all the various performance slot items, went to lots of suggested locations in the world and pitted the vehicles against eachother to see where the complaints are coming from. Now, i'm not a dedicated Mag pilot, but I've got a lot of hours in a Vanguard vs. Magriders so I have a decent idea of how they play and what they need to be successful. I made a bunch of notes about some issues that I found to send to the vehicle coders / designers to look into.

- There are definitely some issues with getting hung up on small bumps / inclines that are above 40 degrees but are too small to seem like they should impact movement - we will fix this.
- strafing, and especially strafing up an incline that's not perpendicular to non-sloped forward movement affects forward velocity in some situations where it probably shouldn't - we will look into ways to improve that.
- I wasn't able to find any real areas where I could get places with a Prowler or a Vanguard that my Magrider couldn't get, but, that doesn't mean they don't exist - I just didn't find any.
- When "stalled" on a steep hill, Magburner doesn't get you over it anymore. This is intentional. We have a limit to the angle of the hill that we want armor of all types to be able to traverse. Right now it's probably a bit too constrained on Magriders, and we will probably pull it back somewhat, but, Magburner will not allow you to traverse steeper angles than normal movement will allow.

I've seen some posts about strafing speed being nerfed so now it's harder to dodge incoming fire. We didn't nerf strafing speed on the default or any performance chassis, although there may issues perceived to have to do with strafing speed while moving forward that actually have to do with new code which arrests movement on steep slopes (again, something we will look into smoothing out, especially the deceleration when you initially strafe while moving forward). The biggest impact here is probably the enemy MBT velocity changes (especially in AP rounds) that make it harder to dodge incoming fire, not your own maneuverability.

The vision for the Magrider has always been to have it be the most maneuverable MBT. It's advantages come from it's agility, mitigating damage by avoidance, and literally running circles around the other MBTs in combat. However, that does not mean that they're designed to traverse any terrain in the game, ignoring roads and and instead going over mountains or avoiding bridge chokes and instead climbing up cliffs to short-circuit continental flow. They need to be able to smoothly traverse uneven / rough terrain and out maneuver other MBTs in armor conflicts but still obey the basic terrain 'boundaries' that are present in the game. That's where we think Magriders should be, and they're not there right now. There are definitely some tweaks we need to work on to make sure that they get there.

As always, thanks for the feedback on these issues, it helps a lot!

-
mh