https://forums.station.sony.com/ps2/index.php?threads/gu011-weapon-and-vehicle-changes.134128/
The below are the major weapon and vehicle changes planned for GU011.
Vehicle and MAX Resource Costs
The majority of vehicles and the MAX units will be getting a resource cost increase with this update. The new values are based on data that we have collected from the Live servers, and our goal is to even out the resource costs with their related income rates.
New Costs:
Flash: 150
Sunderer: 400
Lightning: 400
Magrider: 450
Vanguard: 450
Prowler: 450
Scythe: 250
Reaver: 250
Mosquito: 250
Liberator: 350
Galaxy: 350
Harasser: 400
MAX: 350
MAX Abilities
The Burster buffs when using the VS ZOE and TR Lockdown abilities will be reduced.
The damage received when the VS ZOE ability is active will be getting increased.
Note: The timer currently on the test server for the ZOE ability is not planned to go live.
Shotguns
All shotguns will be getting a small reduction in damage per pellet. The goal with this change is to reduce slop while keeping the effective kill ranges of the shotguns the same. So glancing hits and spamming without aiming will not be as rewarding, but well-aimed shots should just be as effective as before.
The default ammo count on the pump-action shotguns will be dropping from 5 to 4 rounds. This brings their potential kills per magazine and kills over time more in line with the other weapon classes.
Faction Heavy Weapons
All faction weapons will be getting a pass to make them more effective at their various roles.
Jackhammer: The ammunition capacity of this weapon is being increased to 9 rounds. Also, the burst mode will be gaining a rate of fire increase.
MCG: The fire delay is being removed. Instead, the weapon will fire immediately and the rate of fire will ramp up over time. The hip accuracy is being adjusted to better allow sustained fire.
Lasher: This weapon will receive a rate of fire increase and a slight damage buff, which should allow it to be viable in more situations. Also, ally players will no longer take the full AOE damage.
IRNV Scopes
We feel that the current downsides to this optic (less visibility at range) are negligible when compared to its benefits. We’re going to be adding a very small delay before the night vision is active and a small amount of scope sway to better balance the attachment out.
Flak
Bursters will be getting an accuracy penalty when moving and COF bloom is being added over sustained fire. The goal with this change is keep them just as effective at near range while dropping their effectiveness at extreme ranges (300+ meters).
Skyguards will be getting a projectile speed increase and other stat changes to make them better at range.
Vulcan
The Vulcan has been updated to be more effective at range and now has a larger clip size.
In addition, it has been given a spin up time. The Vulcan still fires during the spin up time, but at a reduced rate.
Sunderer Deployment
Facilities and Outposts on Indar and Amerish now have Sunderer No Deploy Zones. These function just the like No Deploy Radius around allied deployed Sunderers. These zones prevent you from parking your Sunderer right on top of the capture points. You’ll have to fight to the capture points on foot.
Edit: Forgot one. Edit 2: Spelling
Underbarrel Attachments
These have been removed from the weapon selection list and are now mapped to the primary weapon key. Press 1 to swap between the weapon and its attachment.
I'm not happy with the IR/NV nerf, and didn't they say they were going to change the MCG in the patch notes of another GU? Shame about the no deploy zones and the resource increases, Harassers and flashes should be cheaper. Also, is this a buff or a nerf to the Vulcan? I don't see anything about the medic rezzing reducing your death ratios. Shame.
The below are the major weapon and vehicle changes planned for GU011.
Vehicle and MAX Resource Costs
The majority of vehicles and the MAX units will be getting a resource cost increase with this update. The new values are based on data that we have collected from the Live servers, and our goal is to even out the resource costs with their related income rates.
New Costs:
Flash: 150
Sunderer: 400
Lightning: 400
Magrider: 450
Vanguard: 450
Prowler: 450
Scythe: 250
Reaver: 250
Mosquito: 250
Liberator: 350
Galaxy: 350
Harasser: 400
MAX: 350
MAX Abilities
The Burster buffs when using the VS ZOE and TR Lockdown abilities will be reduced.
The damage received when the VS ZOE ability is active will be getting increased.
Note: The timer currently on the test server for the ZOE ability is not planned to go live.
Shotguns
All shotguns will be getting a small reduction in damage per pellet. The goal with this change is to reduce slop while keeping the effective kill ranges of the shotguns the same. So glancing hits and spamming without aiming will not be as rewarding, but well-aimed shots should just be as effective as before.
The default ammo count on the pump-action shotguns will be dropping from 5 to 4 rounds. This brings their potential kills per magazine and kills over time more in line with the other weapon classes.
Faction Heavy Weapons
All faction weapons will be getting a pass to make them more effective at their various roles.
Jackhammer: The ammunition capacity of this weapon is being increased to 9 rounds. Also, the burst mode will be gaining a rate of fire increase.
MCG: The fire delay is being removed. Instead, the weapon will fire immediately and the rate of fire will ramp up over time. The hip accuracy is being adjusted to better allow sustained fire.
Lasher: This weapon will receive a rate of fire increase and a slight damage buff, which should allow it to be viable in more situations. Also, ally players will no longer take the full AOE damage.
IRNV Scopes
We feel that the current downsides to this optic (less visibility at range) are negligible when compared to its benefits. We’re going to be adding a very small delay before the night vision is active and a small amount of scope sway to better balance the attachment out.
Flak
Bursters will be getting an accuracy penalty when moving and COF bloom is being added over sustained fire. The goal with this change is keep them just as effective at near range while dropping their effectiveness at extreme ranges (300+ meters).
Skyguards will be getting a projectile speed increase and other stat changes to make them better at range.
Vulcan
The Vulcan has been updated to be more effective at range and now has a larger clip size.
In addition, it has been given a spin up time. The Vulcan still fires during the spin up time, but at a reduced rate.
Sunderer Deployment
Facilities and Outposts on Indar and Amerish now have Sunderer No Deploy Zones. These function just the like No Deploy Radius around allied deployed Sunderers. These zones prevent you from parking your Sunderer right on top of the capture points. You’ll have to fight to the capture points on foot.
Edit: Forgot one. Edit 2: Spelling
Underbarrel Attachments
These have been removed from the weapon selection list and are now mapped to the primary weapon key. Press 1 to swap between the weapon and its attachment.
I'm not happy with the IR/NV nerf, and didn't they say they were going to change the MCG in the patch notes of another GU? Shame about the no deploy zones and the resource increases, Harassers and flashes should be cheaper. Also, is this a buff or a nerf to the Vulcan? I don't see anything about the medic rezzing reducing your death ratios. Shame.