Outfit News News thread

Oysterizer

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Jan 23, 2013
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Cert price changes in GU09 from this thread.

Heavy Assault:

EM1/Polaris/CARV-S 1000 -> 250
AA lock-on launcher 1000 -> 250
AG lock-on launcher 1000 -> 250
Battle Rifle 1000 -> 250

Engi/Light assault:

Serpent/Razor/Jaguar 1000 -> 250
Battle Rifle 1000 -> 250

Medic:

Carnage/Corvus/TAR 1000 ->250

Infiltrator:

Auto scout rifle 1000 -> 250
Semi scout rifle 1000 -> 750

MAX:

Falcon/Comet/Pounder 1000 -> 250
Cosmos/Grinder/Mutilator 1000 -> 250

Shotguns/Pistols:

Nova/Haymaker/Sweeper 1000 -> 750
Thanatos/Barrage/Mauler 1000 -> 250
Pandora/Nighthawk/Piston 1000 -> 750
Rebel/Maticore/Emperor 500 -> 250

Vehicles

Ranger 1000->750
Walker 1000-750
Halberd 250 -> 750
MBT AP cannon 500 -> 750
MBT HE cannon 750 -> 1000
 

welph

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The new base overhauls for Esamir looks great. Trees, rocks and denial of tanks is nice for more infantry battles. But i'm not that conviced about that new shield over the bases.

This is all shown in the second part of latest FNO.
 

welph

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Test Patch Notes 6/13
Please take some time to check out a few of the things that went to the test server in the latest build. Let us know if you find any bugs and what you think of the changes. Thanks!

Map Tutorial

New map tutorial! It is accessed by clicking the question mark button at the bottom right corner of the map. This can be accessed by anyone at any time. Note that the help button that opens the map tutorial will be moving to a new location and will get new icons.

Interactive Tutorial

Tutorial Intro now includes a list of topics that will be covered and an approximate ETA.
Infiltrator segment now also mentions holding breath to stabilize scope sway.
Warpgate Terminal now highlights the highest non-queued continent instead of always Indar.
Several minor tweaks and fixes to the tutorial to improve usability.

Continent domination thresholds

Domination requirement lowered from 100% to 75% of the territory on the continent.
The point where a domination benefit will be lost increased from 0% to 15% of owned territory.
Our goal is to make continent domination and denial during prime time a tough but reasonably achievable goal and to reduce the situations where entire empires would hold up in one facility.

Instant Action & Reinforcements Adjustments

Less emphasis on fights where your empire is dominating.
More emphasis on fights where your empire has a small disadvantage
Optimal IA fight is now a bit bigger than platoon vs platoon.
Lowered maximum population allowed for an instant action / reinforcement point to be active.
The intent of these changes is to be a better reinforcement mechanic and to help support and balance the medium-sized fights.

MAX Ability Tuning

Increased Zealot Overdrive armor debuff to 30%
Added a fuel cost to the Zealot Overdrive, allowing up to 8 seconds of sustained use
Reduced the indirect damage buff for Bursters when using Zealot Overdrive

Indirect vs ESF
Rank 1: +5% (~93 damage)
Rank 2: +7% (~95 damage)
Rank 3: +9% (~97 damage)
Rank 4: +12% (~100 damage)
Rank 5: +15% (~103 damage)
Reduced the rate of fire/reload buff for Bursters when using Lockdown
Rank 1
Refire: -13
Reload: -10%
DPS: +5%
Rank 2
Refire: -25
Reload: -20%
DPS: +10%
Rank 3
Refire: -36
Reload: -30%
DPS: +15%
Rank 4
Refire: -46
Reload: -40%
DPS: +20%
Rank 5
Refire: -55
Reload: -50%
DPS: +25%

Squad Browser Improvements
We’ve made several additions to the squad screen, including:

Continent column and Continent filter
Outfit Tag column
Squad Leader column
Description text will now show platoon subsquad coloring and information
Page number display

Squad Manager Improvements
We’ve made several additions to the squad management screen, including:

Battle Rank column
Location column (in meters or continent name depending on if you’re on the same continent)
Outfit tag column
Vehicle icon callout if the player is in a vehicle
An area to drag and drop a member to create a platoon
Toggle to show the outfit tag of the squad leader

Squad and Platoon Improvements

Added an icon callout for friends in the Squad and Platoon windows
Leaders names are now highlighted and have an icon callout in squad and voice chat listings
Added a drop down option for the platoon leader to set a member of their squad as the leader of that squad

Loadout Screen Improvements

Added a dropdown selector instead of arrows for global tint selection
Now displays locked, unlocked, and upgradable cert items
Now displays un-owned slot items
Added quick weapon switch arrows
Will display the last used loadout per profile by default

Better Visibility for Friendly Explosives
The IFF range for friendly mines and explosives has been increased.
AP Phalanx Turret Changes

Xiphos Anti-Personnel Phalax Turrets
Increased maximum turn speed for quicker aiming
Will now fire empire colored tracers (instead of always being yellow)

Quick Action Menu Polish

Increased tracking speeds for vehicles and infantry.
This should keep the menu in the center of the screen and track on the target much faster. Having the menu stay in the middle of the screen will make it much easier to select the menu option of your choice.
Control should not be inverted if mouse control is inverted

Tank and Fighter Superiority XP

Added Tank Superiority Bonus: 100 xp bonus for killing an enemy tank with a tank
Added Fighter Superiority Bonus: 100 xp bonus for killing an enemy ESF with an ESF

Other Fixes and Improvements

Added visual effects when a player ejects from an air vehicle (using ejection system certification) or drops from a Galaxy to call out they are falling safely
Pulled third person camera of MBTs and Lightnings out about 1 meter
Ammo Towers should properly render in the VR training zone
Cosmetic items for infantry and vehicles are now accessible in the VR zone
Zealot Overdrive distortion FX have been reduced to one quarter of their previous size
Region Names will display when mousing over a waypoint HUD indicator
Experience reward text will still appear, even when an experience threshold has been hit
Revives remove the death stat received
 
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Wolfman109

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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.

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.
 

welph

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Hey guys -

GU11 is right around the corner and I wanted to drop in and call out some of the major features coming with the update. When we started working on this update we decided it would be a pure "Quality of Life" patch, with a minimum of additions in terms of new items or systems and a lot of refinement, tuning and enhancements to the things you've already got.

A few weeks ago we asked you guys for what you wanted to see updated and got an absolutely massive list of requests ranging from minor nitpicks all the way up to fundamental game changing suggestions, and those requests have guided how we've approached and prioritized the changes for this update. We didn't get anywhere near touching everything that was requested, but did get through a pretty decent chunk and the rest that we've either run out of time for or are larger challenges than can fit into one update we're continuing to work on and prioritize for the next several updates. Of course, whenever taking suggestions from a community as large and diverse as the Planetside 2 community it's impossible to find changes that are universally agreed on or prioritize everyone's top issues as the top development issue, but we have done our very best to make this an update that brings as many benefits to as many of you as possible.

As usual, full patch notes will be available before the update goes out, but here are a couple highlights:

Light Assault Drifter Jumpjets have been enhanced to provide a speed boosts while using them on flat ground, these should now provide a new alternative gameplay role for Light Assault.
Continent domination thresholds have been adjusted to make achieving OR breaking continent domination a viable goal during primetime. Continents will change ownership when an empire owns 75% of the territory, and their ownership will break when they're reduced to below 15%.
Resource cost for some vehicles and MAXes has been increased
We hope this change makes strategic control of resources more important for empires, and we're also looking at the results of this tuning to help us define the boundaries for the upcoming resource system revamp.
We will be monitoring resource usage and earn rates carefully in the days following the update and rebalancing as necessary if we find any significant issues with resource starvation due to this rebalancing.
Instant Action has had it's values retuned to bring players to fights that need more players from their empire.
New movement code has been introduced which will make remote player movement much smoother, reducing player warping and removing a lot of the ability to quickly change direction and glitch out the movement interpolation and avoid damage.
ZOE Module has been buffed to have less distortion particles in 1st person =)
ZOE Module has been nerfed to further reduce armor (-25% -> -30%) when the ability is active =(
Weapon tuning:
Retuned the Empire Specific Heavy weapons: Jackhammer, MCG and Lasher. These should all be significantly more competitive with other HA weapon options, while still situational.
Retuned the Empire Specific vehicle mounted AV weapons (ML85 Enforcer, G30 Vulcan & Saron HRB) to reduce infantry damage and somewhat equalize effective ranges.
MAX Burster weapons have been retuned to be less effective at extreme ranges, they maintain the same effectiveness within ~250-300m.
Skyguard turrets have been buffed to provide enhanced effectiveness at all ranges, especially beyond 300m.
These two changes should make life better for ESF pilots/Liberator crews which previously were getting picked off at extreme ranges when not actively engaging infantry while still allowing MAXes to provide cover for squads against strafing ESFs and low flying libs threatening ground troops.
Changed shotgun damage model to reward more skillful usage and bring these in line with other close range options such as SMGs and Carbines - these should remain potent in close quarters, but not be the only viable option.
Tank and Fighter Superiority bonuses have been added, these give an additional 100xp bonus to MBTs destroyed by other MBTs, or ESFs destroyed by ESFs.
Vehicle appearance slots have been increased, allowing you to equip more vehicle cosmetics simultaneously.
UI Enhancements:
Loadout screen has been updated to allow for unlocking of certifications in all slots straight from the loadout screen.
Loadout screen has been updated to allow quick switching between weapons from the landing page
Loadout screen now saves attachments per-weapon, so quick swapping between weapons maintains that weapons attachments per loadout.
Squad browser displays a lot more information about outfit, squad leader, active continent and more.
Squad manager now displays player battle ranks, locations, outfit, vehicle information and allows for dragging and dropping of players from the squad to create platoons.
The commo rose menu (hold Q on target) has been updated to respect inverted mouse and track better on fast moving targets.

This is just a few of the notable changes with the update, along with dozens of bug fixes large and small. GU11 is scheduled to go live tomorrow morning (June 20th) barring any last minute issues found.

We hope you all enjoy the update, see ya on Auraxis!
 

welph

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The whole list for GU11, felt like it was to long to copy/paste :D

https://forums.station.sony.com/ps2/index.php?threads/server-downtime-for-game-update-11-june-20-2013-6am-pt-3pm-cest.135376/#post-1879614
 

welph

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http://www.youtube.com/watch?v=bji82hFEJtE&feature=youtu.be

Sony Online Entertainment has released a brand new video to show off the Nexus Battle Island. The video showcases the huge indoor battle areas, the "ice cave" action, the power of ambushes throughout Frozen Canyon, tank battles and much more. It's a terrific video filled with tons of action footage and location scenes. Check it out!
 

Wolfman109

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[quote="TobieBrave" post=19054][quote="Hitman Zeus" post=18877]PICTURES FROM SEARHUS! /came[/quote]

Is this a new continent? :woohoo:[/quote]
I remember seening these pictures on reddit a couple of weeks ago and I also remember something about that it might just have been fanmade.
Keep your hopes low, it might just be fluff. :3
 

TobieBrave

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[quote="Wolfman109" post=19061][quote="TobieBrave" post=19054][quote="Hitman Zeus" post=18877]PICTURES FROM SEARHUS! /came[/quote]

Is this a new continent? :woohoo:[/quote]
I remember seening these pictures on reddit a couple of weeks ago and I also remember something about that it might just have been fanmade.
Keep your hopes low, it might just be fluff. :3[/quote]

Aawww :(
 

Canaris

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New info from Clegg

Most of the things listed are in early design. Details haven't been hashed out and everything is subject to change.
Infiltrator
•Decoy grenades are being made more useful.
•New ability: Stalker Cloak. Bar drains while moving, fills while standing still. No primary weapon is allowed to be equipped. No final decision on visibility of stealth while moving or stationary.
•Motion sensor: A placed object like a spawn beacon. Unlike the recon tool which pulses, the motion sensor will continuously display movement. After a certain amount(couple of minutes) of time, the motion sensor will show up on enemy's minimap so they can hunt it down.
•New suit slot: Shows explosives(c4, mines, tank mines, etc.) on HUD through walls.
•Vehicle hacking: A lot of code support and art support to do at this point. Been talked about a lot, but not willing to invest time on implementation right now.
•Bolt action attachment slot: Straight pullback attachment for bolt-action sniper rifles, allowing a second shot without scoping out. Will have a downside, but not finalized yet. Which slot it goes in to has not finalized yet.
•Recon Drone: REK making a return. Infiltrator places drone, gets a camera to control like a phoenix. Can fly the drone around. Drone counted as a vehicle. May have weapons, may just be used for spotting. Once spotted by enemy, easily shot down. Will have a range limit, time limit or deploy limitations(ex. not in spawn rooms).
•New infiltrator weapon(s). Not sure what yet, but more weapons will come. NS sniper rifle a possibility.

Sunderer
•Different sunderer deploy types: Dome shields, aoe cloak, pre-equipped gun ports for passengers to shoot out of, radar. Situation specific stuff.
•Looking for more ideas, send them to roadmap/twitter/etc.

ESF Update•"Very soon."
•UI hit direction feedback improvement
•Want to make Air to Air what pilots want to do. Ex. EXP rewards and more engaging gameplay through better A2A weapons

Random stuff•Medic update will be the next class after Infiltrator.
•Want to have more inter-class play and reliance between classes, like MAXes and Engineer.
 

welph

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Interview with Higby about continents and how movement between continents and battleground will work.

http://www.zam.com/story.html?story=32672&storypage=1

Pic from PS2-forum: https://forums.station.sony.com/ps2/index.php?threads/continental-conquest-confirmation.139072/
mdo4cuL.jpg


We are doing resource revamps right now to focus players into making decisions between different types of gameplay. If you want to spend all your resources on tanks it means you’re not spending them on things like infantry or air vehicles. We’re working on making that change to our resource system as part of a long-term goal of enhancing our meta-game.
 

RedEye

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Implants

Most of them are specifically for rendering this or that piece of equipment completely useless. I'm not sure how I feel about that... Might be a bit overpowered and it definitely smells like pay2win to me, not just semi-useful cert sink.