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Planetside 2

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Comments

  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,329 CMod ✭✭✭✭Nody


    New patch which scream ghost capping...
    Small Outposts take 4 minutes
    Large Outposts take 7 minutes
    Facilities take 10 minutes
    Influence bonus during capture has been removed
    Bonus for number of players on the point has been removed
    Fixed an issue preventing players from accessing certain equipment slots if they were switching between loadouts within the same class or vehicle AND had an item equipped in that slot in the first loadout, but not in the second
    The 1st person pump action shotgun reload animation will no longer appear to be stuck
    The NS11C compensator attachment will now be properly attached to the weapon
    The main Rashnu Biolab is now capturable again (forward spawns are still being worked on)
    Missing spawn shields at The Crown have been replaced.
    Fixed an issue which prevented the engineer’s AV Turret from being previewed in the Depot
    Fixed tint issue with the Black and Gold versions of the Underboss and Commissioner pistols when previewed on your character
    Fixed a missing resupply button on the Utility page
    Fix for generator timers displaying incorrect values in the HUD and minimap
    Updated some weapons to match the values we initially called out in the GU07 release notes that we didn’t manage to get to Live servers the first time around:
    VS Blueshift VM5
    VS Nebula VM20
    VS Cosmos VM3
    Fixed issue preventing players from viewing the Hvar Northgate Garrison redeployment option
    Fixed issue causing players deploying at The Crown to end up at the wrong location


  • Moderators, Computer Games Moderators Posts: 14,713 Mod ✭✭✭✭Dcully




  • Closed Accounts Posts: 31,967 ✭✭✭✭Sarky


    Had a quick session with a friend there, where we both went AA Max, twin Bursters. There was a whole fleet of Mossies and Scythes about Miller tonight, and we took a whole load of them down. Intensely satisfying payback after watching them hover by spawn points picking off people in the second before they get their bearings. 150 certs to boot. Nearly have full armour for my Liberator now.


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,329 CMod ✭✭✭✭Nody


    Well the first updates from the test server is coming in.

    The new vehicle is silly good (fastest ground vehicle doing 90 and can turo boost to 110); it can also run with the secondary MBT weapon (expect to see a lot of Vulcan, Sarons etc.) AND have a MAX to play AV/AA role in the hot seat. Oh and did I mention mine guard/standard protection to help it survive being only 4k health (i.e. 3 shots from a HA rocket).

    Also the new AV options appear to be far superior to what's available today but they are confirmed as not balanced yet so will need to wait and see on those (basically HA's new weapon x2 on the MAX). Also the 'nade launcher appearantly is great for indirect damage with area effect (did someone say breaking up Bio lab farming or was that only the voice in my head).

    So yea, start saving up those certs because you'll want to spend a ton of 'em in the next patch by the sound of it (sadly I only found that out after I had started to pimp my Scythe :( )!


  • Registered Users, Registered Users 2 Posts: 18,274 ✭✭✭✭VinLieger


    Just getting back into this again and god why did i ever leave. Only BR 17 and i take my time slowly but its still awesome. Only issue i have now is getting squads as my outfit have all just stopped playing. On miller so any suggestions for big active outfits that are ok with casual players?


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  • Registered Users, Registered Users 2 Posts: 3,274 ✭✭✭Monty - the one and only


    Nody wrote: »
    aving up those certs because you'll want to spend a ton of 'em in the next patch by the sound of it (sadly I only found that out after I had started to pimp my Scythe :( )!

    I kept about 3k certs from the payback, just for the buggy :D


  • Closed Accounts Posts: 31,967 ✭✭✭✭Sarky


    Very much looking forward to kitting out my Max with the NC shield and a flamethrower or two. Should be great for clearing out buildings, taking hills back from snipers etc.


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,329 CMod ✭✭✭✭Nody


    Sarky wrote: »
    Very much looking forward to kitting out my Max with the NC shield and a flamethrower or two. Should be great for clearing out buildings, taking hills back from snipers etc.
    Tried the flamethrower in the VR; seriously unimpressed. Because it's an "AoE" weapon it got silly low damage (talking seconds) and because the fire comes from two arms in a narrow cone you're going to have issues with hitting with both on things close (and it only got like 15 to 20m reach). You'll do far better with a Scat then the flamethrower (same goes for every MAX, pick the AI weapon of choice and it will be better in 99% of the cases).

    Now the 'nade launchers on the other hand are hilariously OP, 4 'nades (one arm) kills a MAX and they are delayed AoE explosion (so people will run into them). Two MAXes with a ammo pack will keep any house/door completly empty until end of times. Does feck all damage against vehicles though (saw basically zero damage on a Sundy and Lib).


  • Moderators, Computer Games Moderators Posts: 14,713 Mod ✭✭✭✭Dcully


    Any suggestions for a good Heavy Assault shotgun for Vanu?


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,329 CMod ✭✭✭✭Nody


    Dcully wrote: »
    Any suggestions for a good Heavy Assault shotgun for Vanu?
    The latest one released (the pump action one). Heaviest damage per pellet vs. slightly more range on the previous pump action one.


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  • Closed Accounts Posts: 31,967 ✭✭✭✭Sarky


    Jesus, the lols when you pilot a Phoenix missile up a flight of stairs to the face of the max who thought you'd charge him is... I think I ruptured something...


  • Registered Users, Registered Users 2 Posts: 7,412 ✭✭✭Dave_The_Sheep


    Sarky wrote: »
    Jesus, the lols when you pilot a Phoenix missile up a flight of stairs to the face of the max who thought you'd charge him is... I think I ruptured something...

    There a TR equivalent of that?


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,329 CMod ✭✭✭✭Nody


    There a TR equivalent of that?
    Nope, empire specific. TR has the multishot rocket launcher instead and VS has the Lancer.


  • Registered Users, Registered Users 2 Posts: 18,274 ✭✭✭✭VinLieger


    God i love my piston, add in slugs, a laser sight and 2x magnification and its an awesome ranged shotgun


  • Registered Users, Registered Users 2 Posts: 7,412 ✭✭✭Dave_The_Sheep


    Nody wrote: »
    Nope, empire specific. TR has the multishot rocket launcher instead and VS has the Lancer.

    Of all those, I'd take the lancer. The Striker just doesn't have the stopping power of that monster.


  • Registered Users, Registered Users 2 Posts: 6,984 ✭✭✭Venom


    Of all those, I'd take the lancer. The Striker just doesn't have the stopping power of that monster.


    Iv both and have 100's more kills and assists from the Lancer than the Striker. The Striker imho needs a dumb-fire mode as its worthless against turrets, maxes and vehicles that are either to close or shifting between cover. Not to mention lock on AV weapons have sucked from day one.


  • Registered Users, Registered Users 2 Posts: 3,274 ✭✭✭Monty - the one and only


    Venom wrote: »
    Iv both and have 100's more kills and assists from the Lancer than the Striker. The Striker imho needs a dumb-fire mode as its worthless against turrets, maxes and vehicles that are either to close or shifting between cover. Not to mention lock on AV weapons have sucked from day one.

    I'ld agree, I have far more kills with the lancer than i do my striker, and my main is TR...Generally only get kills with the striker around tank battles, use it for scaring off aircraft more than anything else :(


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,329 CMod ✭✭✭✭Nody


    PS1 is suppose to go F2P in June; will be interesting to see how the population changes (I'll be honest I'm inclined to go back to PS1 if the population on my server is being stable).


  • Registered Users, Registered Users 2 Posts: 3,274 ✭✭✭Monty - the one and only


    Nody wrote: »
    PS1 is suppose to go F2P in June; will be interesting to see how the population changes (I'll be honest I'm inclined to go back to PS1 if the population on my server is being stable).

    Ild only be interested in that if i can keep my soe acc without having to convert it, which I'm doubting will be the case.


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,329 CMod ✭✭✭✭Nody


    Ild only be interested in that if i can keep my soe acc without having to convert it, which I'm doubting will be the case.
    Why would you need to convert it? I played PS1 in the last year on my SoE account (via subscription) with out problem.


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  • Registered Users, Registered Users 2 Posts: 3,274 ✭✭✭Monty - the one and only


    because of that bloody deal that soe made with probensat... the one that demands that there be seperate us and euro servers... ps2 only got out of that due to huge public outcry


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,329 CMod ✭✭✭✭Nody


    because of that bloody deal that soe made with probensat... the one that demands that there be seperate us and euro servers... ps2 only got out of that due to huge public outcry
    But I played on the European servers in PS1 with a SoE account with out problem 1 year ago; I highly doubt they will turn around and now force a split if you got a SoE account (if they do they feck 'em).


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,329 CMod ✭✭✭✭Nody


    New GU should go live this week (I guess tomorrow) with the new MAX AV weapons; I have not tried the TR or NC once but the VS one (at least when I tried it) was a *beep* joke with insane inaccuracy (and it's suppose to be the long range one!). Sadly the new MAX abilities are not going live though (well not so sad as I still think the VS one is utter bollox and the over all balance is a joke between them but still).


  • Registered Users, Registered Users 2 Posts: 3,274 ✭✭✭Monty - the one and only


    looks like its due today...
    http://forums.station.sony.com/ps2/index.php?threads/gu08-what-to-expect-and-when.121748/

    patch notes are up aswell...
    New in the Depot

    MAX Weapons:
    NCM3 Raven
    The NCM3 Raven is a laser guided rocket launcher that deals heavy damage to vehicles. (NC only)
    MR1 Fracture
    The MR1 Fracture is a dual rotary cannon that fires high velocity rockets designed specifically to penetrate vehicle armor. (TR only)
    Vortex VM21
    The VM21 particle accelerator is capable of firing a beam that punches through vehicles. Charging the weapon will increase damage at the cost of more ammunition used per shot. (VS only)

    Faction Helmets
    NC: Nightstriker Helmet
    TR: Dreadnought Helmet
    VS: Hyperion Helmet

    MAX Helmets

    NC: MT Regulator Helmet, Extractor LP Helmet
    TR: Golem MRK1 Helmet, Colossus Helmet
    VS: Preceptor Helmet, Xenoxus Helmet

    MAX Ogre Armor
    Harasser cosmetic items including Lumifiber Trim, Chassis Lights and a Horn
    Single Use Camos have been removed from the Depot

    Vehicle Updates

    New Common Pool Vehicle – The Harasser

    The Harasser is a speedy armored assault buggy that plays a dual role as both a transport and a strike vehicle.
    Carries three units:
    Driver
    Gunner
    Passenger in rumble seat (supports a MAX unit)
    A pass was done on the elevation ranges of some vehicle turrets:
    M20 Basilisk
    Increased upward elevation range from 35 to 65 degrees
    Increased downward elevation range from 17 to 24 degrees on Sunderer Only

    M12 Kobalt
    Increased upward elevation range from 50 to 65 degrees
    Increased downward elevation range from 20 to 25 degrees on Sunderer Only

    ES540 Halberd
    Increased upward elevation range from 25 to 30 degrees
    Increased downward elevation range from 7 to 14 degrees

    Saron HRB
    Increased upward elevation range from 25 to 30 degrees
    Increased downward elevation range from 7 to 10 degrees

    Enforcer ML85
    Increased upward elevation range from 25 to 30 degrees
    Increased downward elevation range from 7 to 10 degrees

    Vehicle Weapon Adjustments:

    M20 Basilisk
    Upped base cone of fire, but removed additional blooming
    Min COF increased from .25 to .75
    Max COF decreased from 1 to .75
    Lowered projectile speed from 650 to 500
    M20 Drake
    Upped base cone of fire slightly, but removed CoF blooming
    Min COF increased from .25 to .66
    Max COF decreased from 1 to .66
    Lowered projectile speed from 750 to 650

    G40-F Ranger
    Reduced Flak Damage from 56 to 38
    Decreased time between shots from 272 to 182
    Increased Clip Size from 24 to 32
    Magazine Size certs now gives 3 rounds per rank.
    Increased Ammo Capacity from 288 to 384
    Ammo Capacity certs now gives 16 rounds per rank.
    Increased CoF from 1 to 1.25

    Reaver M30 Mustang AH
    Damage per pellet reduced from 175 to 150

    Scythe Light PPA
    Increased projectile speed from 250 to 300
    Mosquito M14 Banshee
    Direct hit damage increased from 140 to 150

    Tank Armor Changes. In general the below changes will allow tanks to sustain one more anti-tank round to the front and sides and about 1.5 to 2 more tank rounds to the rear. Armor certifications are listed as decreasing, this was to keep them able to absorb roughly one addition anti-tank round to that side. Also smoothed out some unnecessary inconsistencies between the tanks.

    Lightning
    Front Armor Increased from 55 to 65
    Front Armor certification bonus decreased from 10 to 7
    Side & Top Armor Increased from 45 to 58
    Side Armor certification bonus decreased from 10 to 8
    Top Armor certification bonus decreased from 15 to 8
    Rear & Bottom Armor Increased

    Magrider
    Front Armor Increased from 55 to 63
    Side & Top Armor Increased from 50 to 58
    Side Armor certification bonus decreased from 10 to 8
    Top Armor certification bonus decreased from 10 to 8
    Rear Armor Increased from -20 to 30

    Prowler
    Front Armor Increased from 55 to 63
    Side & Top Armor Increased from 50 to 58
    Side Armor certification bonus decreased from 10 to 8
    Top Armor certification bonus decreased from 10 to 8
    Rear & Bottom Armor Increased from -20 to 30

    Vanguard
    Front Armor Increased from 62 to 68
    Front Armor certification bonus decreased from 5 to 4
    Side & Top Armor Increased from 60 to 65
    Rear & Bottom Armor Increased from -20 to 35

    New Armor Piercing 30mm Resist Type: A new resist type has been created for Tank Busting caliber chain guns. Tanks have been given a vulnerability to this resist type. This makes these weapons nearly as effective as they were before the above armor increases.

    Lightning (65)
    Magrider (60)
    Vanguard (62)
    Prowler (60)

    The following weapons use this new resist type
    AP30 Shredder
    CAS30 Tank Buster

    New Armor Piercing Round Resist Type: A new resist type has been created for AP tanks rounds (and a few other weapons). Tanks have been given a vulnerability to this resist type. This makes these weapons nearly as effective as they were before the above armor increases.
    Lightning (-25)
    Magrider (-20)
    Vanguard (-18)
    Prowler (-20)

    The following weapons use this new resist type
    Lightning L100 Python AP
    Magrider Supernova FPC
    Vanguard Titan-150 AP
    Prowler P2-120 AP
    Phalanx Spear AV Turret
    Liberator C150 Dalton

    Sunderer:
    Resistance to C4 increased from -50 to -40
    Critical damage state on Sunderer begins at 13% health remaining instead of 12.5%
    Two C4 will still place a full health stock Sunderer in critical damage state.

    Annihilator
    Damage increased from 1150 to 1200

    Bug Fixes:

    Fix for ESF external afterburners not being able to be re-equipped if a secondary weapon is selected in VR training
    Fix for ESF external afterburners not being able to be re-equipped if a secondary weapon is selected in VR training
    Fixed issue where Vanguard Shield would sometimes immediately shut off or shut off after taking a little bit of damage
    The Prowler should now have appropriate 3rd and 1st person audio while in Anchored Mode

    Infantry Updates

    Improved MAX Flak Armor. Flak armor explosion resist is now increased 10% each tier.

    Tier 1: 10%
    Tier 2: 20%
    Tier 3: 30%
    Tier 4: 40%
    Tier 5: 50%

    Improved MAX Kinetic Armor. Kinetic Armor now increases the default light projectile resist by 1.5% each tier.

    Tier 1: 81.5%
    Tier 1: 83%
    Tier 1: 84.5%
    Tier 1: 86%
    Tier 1: 87.5%

    Updated MAX Nano-Armor Accelerator

    Renamed to Nanite Auto Repair System.
    Damage delay reduced to 8 seconds.
    Increased Healing rate
    Tier 1: 0.5% per second
    Tier 2: 0.75% per second
    Tier 3: 1.0% per second
    Tier 4: 1.25% per second
    Tier 5: 1.5% per second

    Infantry Weapon Changes

    The majority of infantry weapons have been adjusted to better even out the performance of the different types. Assault rifles, carbines, and small magazine LMGs have had their equip speeds and reload times tuned to allow them to be more competitive with the larger magazine LMGs. Short range assault rifles and carbines are being reduced in effectiveness at long range. Long range weapons are being increased in effectiveness through individual weapon tuning and related attachment changes. Burst variants are now more accurate. Exact changes are detailed below.

    Weapon Misc. Changes

    Increased the hold breath time by 1 second when looking through a 6x or higher scope.
    All rocket launchers now have a short delay between ammo pickups from engineer ammunition packs.
    All shotguns with a 20 meter max damage range had that max range reduced to 18 meters.
    Fixed a bug that was causing pump-action shotguns to start their chamber timer early. This will result in the below weapons having a longer delay between each shot.
    NC GD-66 Claw
    NC LA39 Bruiser
    TR TRS-12 Uppercut
    TR TAS-16 Blackjack
    VS Phobos VX86
    VS Deimos VA29

    Weapon Equip Times

    All Assault Rifles except the below: 0.75 to 0.65 seconds
    NC Reaper DMR: 0.875 to 0.78 seconds
    All Carbine Rifles except the below: 0.575 to 0.55 seconds
    NC AC-X11: 0.7 to 0.65 seconds
    All Sniper Rifles: 0.75 to 0.85 seconds
    All Shotguns: 0.7 to 0.75 seconds
    All SMGs: 0.75 to 0.65 seconds
    All Scout Rifles: 0.75 to 0.65 seconds
    TR T7 Mini-Chaingun & VS Lasher X2: 1.3 to 0.9 seconds
    Both Medical Kit Types: 0.3 to 0.4 seconds
    LMG equip times are more varied and will be listed below.

    Weapon Attachment Changes

    Compensator
    Increased vertical recoil reduction on all weapons.

    Suppressor

    Carbines: These now slow the projectile by 35%, instead of the previous 40%.
    SMGs: These now slow the projectile by 20%, increased from 18%.

    Velocity Ammunition

    The velocity increase from this ammo type was increased on the majority of weapon types. The benefit given differs per weapon.

    Forward Grips
    LMG Forward Grips no longer reduce vertical recoil.
    Weapons with direction recoil will now lean more toward center when a forward grip is attached.
    The maximum horizontal recoil cap is now lowered when a grip is attached.
    All forward grips now have an equip penalty. It ranges from 20ms to 150ms, depending on the weapon, with long range weapons and weapons with an innate slow equip speed being penalized less. In general, it drops all weapons down by one weight class. For example, fast equipping 50 round LMGs will drop to the equip speed of 75 round LMGs.

    Grenade & Smoke Launchers

    These now have a 4 second delay between ammo pickups from engineer ammunition packs.

    6x Scopes

    All 6x scopes now have weapon sway.

    Weapon Specific Changes

    NC Gauss Rifle
    Long Reload: 2.725 to 2.6 seconds
    Short Reload: 2.05 to 1.95 seconds
    First Shot Recoil: 2 to 2.15

    NC GR-22
    Min Damage Range: 65 to 60 meters
    Short Reload: 2.31 to 2.455 seconds
    Stand move aimed accuracy: 0.3 to 0.35
    Max horizontal recoil: 0.225 to .0275

    NC Reaper DMR
    Long Reload: 3.03 to 2.565 seconds
    Short Reload: 1.8 to 1.86 seconds

    NC Gauss Rifle Burst
    Long Reload: 2.725 to 2.6 seconds
    Short Reload: 2.05 to 1.95 seconds
    Horizontal Recoil: 0.175 to 0.15
    Aimed accuracy, crouch moving: 0.15 to 0.075
    Aimed accuracy, stand moving: 0.3 to 0.15
    Added Velocity Ammo

    NC Gauss Rifle S
    Vertical Recoil: 0.35 to 0.34
    First Shot Recoil: 1.65 to 1.5

    NC Carnage
    Long Reload: 3.2 to 2.6 seconds
    Short Reload: 2.55 to 2.285 seconds
    First Shot Recoil: 3 to 2.25
    Projectile Speed: 580 to 600
    Aimed accuracy, stand moving: 0.35 to 0.3
    Min horizontal recoil: 0.3 to 0.275

    NC AF-19 Mercenary
    Long Reload: 3.2 to 2.75 seconds
    Short Reload: 1.760 to 1.8 seconds

    NC GD-7F
    Min horizontal recoil: 0.2 to 0.225
    Max horizontal recoil: 0.2 to 0.3
    Made pull to the left more predictable

    NC AC-X11

    Long Reload: 3.05 to 2.425 seconds
    Short Reload: 2.3 to 1.855 seconds

    NC Gauss Compact Burst

    Long Reload: 3.2 to 2.75 seconds
    Short Reload: 1.760 to 1.8 seconds
    Aimed accuracy, crouch moving: 0.15 to 0.075
    Aimed accuracy, stand moving: 0.3 to 0.15
    Added Velocity Ammo

    NC Gauss Compact S

    Short Reload: 2.05 to 2.365 seconds

    NC Razor

    Long Reload: 2.4 to 2.275 seconds
    Short Reload: 1.55 to 1.66 seconds
    Vertical Recoil: 0.4 to 0.35
    Made recoil direction more predictable

    NC NC6 Gauss SAW

    Long Reload: 7.4 to 7.5 seconds
    Short Reload: 6.3 to 6.5 seconds
    Recoil Settle: 13 to 12
    Equip Time: 1.0 to 1.2 seconds

    NC EM1

    Long Reload: 4.6 to 4.465 seconds
    Short Reload: 3.585 to 3.5 seconds
    Projectile Speed: 590 to 600 m/s
    First Shot Recoil: 2.6 to 2.3
    Equip Time: 1.0 to 0.9 seconds

    NC GD-22S

    Long Reload: 4.3 to 3.765
    Short Reload: 3.44 to 3.135
    Equip Time: 0.9 to 0.8 seconds
    Increased hip accuracy by 0.5 in all movement states.

    NC Gauss SAW S

    Long Reload: 5.1 to 5.02 seconds
    Short Reload: 4.235 to 4.24 seconds
    Vertical Recoil: 0.5 to 0.45
    Equip Time: 1.0 to 0.9 seconds

    NC EM6

    Long Reload: 5.4 to 5.5 seconds
    Short Reload: 4.32 to 4.655 seconds
    First Shot Recoil: 1.5 to 1.8
    Equip Time: 1.0 to 1.1 seconds

    NC Anchor

    Long Reload: 4.1 to 4.0 seconds
    Short Reload: 3.075 to 3.37 seconds
    First Shot Recoil: 2.25 to 2
    Equip Time: 1.0 to 0.8 seconds
    Increased hip accuracy by 0.5 in all movement states.

    NC Rebel

    Aimed Accuracy: 0.5 to 0.3

    NC AF-4 Cyclone

    Projectile Speed: 375 to 360

    NC NCM2 Falcon

    Reload: 2.4 to 2.1 seconds
    Direct Damage: 700 to 850
    Indirect damage: Max damage reduced from 250 to 80.

    TR T1 Cycler

    Long Reload: 3.7 to 3.55 seconds
    Short Reload: 2.8 to 2.755 seconds

    TR Cycler TRV

    Long Reload: 4.1 to 4.13 seconds
    Short Reload: 3.007 to 3.12 seconds
    Min damage range: 65 to 60
    Aimed stand move accuracy: 0.3 to 0.35
    Aimed crouch move accuracy: 0.25 to 0.2
    Max horizontal recoil: 0.275 to 0.3

    TR SABR-13

    Short Reload: 2.425 to 2.665 seconds
    Vertical Recoil: 0.35 to 0.4
    First shot recoil: 1.4 to 0.75
    Projectile Velocity: 620 to 600

    TR T1B Cycler

    Long Reload: 3.7 to 3.55 seconds
    Short Reload: 2.8 to 2.755 seconds
    Aimed accuracy, crouch moving: 0.2 to 0.1
    Aimed accuracy, stand moving: 0.3 to 0.15

    TR T1S Cycler

    Long Reload: 3.885 to 3.65 seconds

    TR Tar

    Long Reload: 4.1 to 4.11
    Short Reload: 3.280 to 2.96
    Min Damage Range: 65 to 60
    Aimed accuracy, crouch moving: .25 to 0.2
    Aimed accuracy, stand moving: .3 to .35

    TR TRAC-5
    Short Reload: 2.6 to 2.595 seconds
    TR LC2 Lynx

    Short Reload: 2.8 to 2.96 seconds
    Min horizontal recoil: 0.2 to 0.225
    Max horizontal recoil: 0.225 to 0.25

    TR T5 AMC

    Long Reload: 3.1 to 3.13 seconds
    Short Reload: 2.17 to 2.265 seconds
    First Shot Recoil Multiplier: 2.5 to 1.5

    TR TRAC-5 Burst

    Short Reload: 2.6 to 2.595 seconds
    Aimed accuracy, crouch moving: .2 to 0.1
    Aimed accuracy, stand moving: .3 to .15
    Added Velocity Ammunition

    TR TRAC-5 S

    Long Reload: 3.885 to 3.87 seconds
    Vertical Recoil: 0.336 to 0.34
    First Shot Recoil: 1.88 to 1.85

    TR LC3 Jaguar

    Long Reload: 3.85 to 3.88 seconds
    Short Reload: 2.8 to 2.755 seconds
    Max horizontal recoil: 0.25 to 0.275

    TR T9 CARV S

    Long Reload: 6.5 to 6.11 seconds
    Short Reload: 5.5 to 5.11 seconds
    Equip Time: 1200 to 1100

    TR MSW-R

    Long Reload: 4.25 to 3.65 seconds
    Short Reload: 3.4 to 3.045 seconds
    Equip Time: 0.9 to 0.8 seconds

    TR T16

    Long Reload: 4.95 to 4.925 seconds
    First Shot Recoil: 3 to 2
    Equip Time: 1.0 to 1.1 seconds

    TR TMG-50

    Long Reload: 5.098 to 5.225 seconds
    Short Reload: 4.233 to 4.24
    Equip Time: 1.0 to .9 seconds

    TR T32 Bull

    Long Reload: 4.0 to 3.565 seconds
    Short Reload: 3.4 to 3.195 seconds
    Equip Time: 900 to 800

    TR TX2 Emperor

    Aimed Accuracy: 0.5 to 0.3

    TR Armistice

    Long Reload: 3.0 to 2.92 seconds
    Short Reload: 2.275 to 2.25 seconds

    TR PDW-16 Hailstorm

    Made recoil more consistently pull to the right.

    TR T2 Striker

    Chamber Time: 0.7 to 0.5 seconds
    Lock-On Time: 2.5 to 2.25 seconds
    Note: The fix that lowered the pump-action shotgun rate of fire also lowered the Striker’s. These changes are to compensate for that.

    TR M3 Pounder HEG

    Direct Damage: 350 to 425
    Indirect damage: Max damage reduced from 150 to 75.

    VS H-V45
    Short Reload: 2.55 to 2.565 seconds
    Damage min range: 65 to 60 meters
    Aimed accuracy, stand moving: 0.3 to 0.35

    VS CME

    Long Reload: 3.0 to 2.34 seconds
    Short Reload: 2.4 to 2.0 seconds
    First Shot Recoil: 3 to 2.5
    Min Horizontal Recoil: 0.225 to 0.2

    VS Equinox VE2 Burst

    Aimed accuracy, crouch moving: 0.15 to 0.75
    Aimed accuracy, stand moving: 0.25 to 0.125
    Added Velocity Ammo

    VS Equinox VE2

    Long Reload: 2.415 to 2.3 seconds
    Short Reload: 1.8 to 1.875 seconds
    Vertical Recoil: 0.245 to 0.25
    First Shot Recoil: 2.25 to 2

    VS Corvus VA55

    First Shot Recoil: 2 to 1.85
    Long Reload: 2.4 to 2.47 seconds
    Short Reload: 1.8 to 2.015 seconds

    VS Solstice

    Long Reload: 2.2 to 2.28

    VS VX6-7

    Long Reload: 2.7 to 2.755

    VS Pulsar C

    Vertical Recoil: 0.42 to 0.4
    Long Reload: 2.65 to 2.61 seconds
    Short Reload: 2.0 to 1.82 seconds

    VS Solstice Burst

    Long Reload: 2.2 to 2.28
    Aimed accuracy, crouch moving: 0.15 to 0.075
    Aimed accuracy, stand moving: 0.25 to 0.125
    Added Velocity Ammo

    VS Solstice SF

    Long Reload: 2.65 to 2.78 seconds
    Short Reload: 1.730 to 1.875 seconds

    VS Serpent

    Long Reload: 3.8 to 2.89 seconds
    Short Reload: 2.65 to 2.59 seconds

    VS Orion

    Long Reload: 4.6 to 4.0 seconds
    Short Reload: 2.8 to 3.045 seconds
    Maximum horizontal recoil: 0.2 to 0.225
    Equip Time: 0.9 to 0.8 seconds

    VS VX29 Polaris

    Short Reload: 4.182 to 4.2 seconds
    Hip accuracy, stand moving: 3.25 to 3.0

    VS Pulsar LSW

    Equip Time: 1.0 to 0.9 seconds

    VS SVA-88

    Short Reload: 3.845 to 3.065 seconds
    Recoil Settle: 15 to 13
    Equip Time: 1.0 to 0.9 seconds

    VS Flare

    Long Reload: 5.0 to 5.225
    Short Reload: 4.0 to 4.24
    Equip Time: 1.0 to 0.9 seconds

    VS Ursa

    Aimed accuracy, stand moving: 0.4 to 0.35
    Hip accuracy, crouch moving: 3 to 2.5
    Hip accuracy, stand: 3 to 2.5
    Hip accuracy, stand moving: 4 to 3.25
    Equip Time: 1.0 to 0.9 seconds

    VS Eridani SX5

    Aimed Accuracy: 0.4 to 0.3
    Long Reload: 2.85 to 2.8 seconds
    Short Reload: 1.75 to 1.74

    VS Sirius SX12

    Aimed Accuracy: 0.4 to 0.3

    VS Comet VMT

    Direct damage: 430 to 475
    Indirect damage: Max damage reduced from 110 to 80.

    Bug Fixes and Misc Changes

    Fix for the extended magazine attachments not taking effect until after reloading.
    Fixed an animation bug with the Lasher X2’s ammo clip during the reload.
    Bolt action sniper rifles should no longer be inaccurately labeled as having Semi-Auto fire modes in the Depot.
    The ammo, barrel, and forward grip cert prices for the AMR-66 should now be consistent with similar weapons for the other factions.
    Fixed an intermittent issue where shots from the main turret of MBTs would not display properly.
    Squad Deploy and Instant Action can no longer be utilized as a MAX. Squad deploy will now give the option of deploying as a different class.
    The auto resupply function will now attempt to purchase up to the max equip count for an item based on available resources.
    Increased the maximum look angle of infantry when looking down.
    Fixed VS Cosmos VM3 having a max cone of fire of 7. It now matches all other MAX weapons with a max cone of fire of 3.
    NC Bouncers and VS Proximity Mines now have attached lights that will allow aware players to spot and avoid them.
    VS Comet VM2 will no longer show certifications in the VR zone.
    Fixed an exploit that allowed engineers to create a self-repairing Flash.
    Consumables no longer require resources to resupply in the VR training zone.
    The resist shield duration will now correctly increase with each cert rank.

    UI Updates

    The vehicle stat page now shows stats for individual vehicle weapons. This includes ribbons and medals.
    Added ability to preview items contained in bundles
    Added directional indicator to capture progress indicators on the map
    Colors can now be assigned per entity rather than via a global color setting. This allows players to apply color presets to UI elements that represent players (nameplates, minimap indicators, vehicle indicators, etc.) separate from facilities (basically everything else - objectives, map regions, terminal indicators, etc.).
    Facility NPC indicators (terminals, vehicle ammo dispensers, etc.) now show up on the map screen at zoom level 5 (same zoom level as objectives).

    Bug Fixes

    Minimap indicators now properly update their colors when changing them in the settings and then returning to game.
    Exiting the game should no longer cause Invert Reverse Steering for Tanks setting to toggle off
    Fixed an issue with the weapon select HUD not updating properly when entering the VR zone
    The Commissioner and Underboss pistols should now filter properly in the Depot
    Fixed an issue causing some players to appear to have two helmets equipped simultaneously. May require impacted players to re-equip their helmet.
    Leaderboards will now display earned certifications only
    Fixed a display issue with Auraxium Loyalty Level showing as Copper after reclogging
    Fixed a bug that would end a Twitch TV stream if you Alt –Tab’d out of fullscreen
    Fixed issues with loadouts being reset after leaving VR training


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,329 CMod ✭✭✭✭Nody


    NC Bouncers and VS Proximity Mines now have attached lights that will allow aware players to spot and avoid them.
    Because people being blind and running around willy nilly and being punished was bad (they were very much spottable previously).

    Preliminary like the MAX changes; I'm always happy to see my resists and regen increase but we'll see how it plays out. Also most rifles appear to have been nerfed and I'm sad my Bang Bus Sundy got nerfed guns (has dual Basiliks for long ranges sniping; now I'll need to consider changing to 'nades instead as the range advantage is lost).


  • Registered Users, Registered Users 2 Posts: 3,274 ✭✭✭Monty - the one and only


    Nody wrote: »
    Because people being blind and running around willy nilly and being punished was bad (they were very much spottable previously).

    but far less noticable than claymores bright green beams, have far more kills with vs proxy mine than i do claymores(tr)... Flak armor was the cure for proxy mines, often amusing killing some one with their own mine just by stepping on it and surviving.


  • Registered Users Posts: 137 ✭✭Roorah


    The tank armor increases will be interesting. An additional shot worth of armor could make a big difference


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,329 CMod ✭✭✭✭Nody


    but far less noticable than claymores bright green beams, have far more kills with vs proxy mine than i do claymores(tr)... Flak armor was the cure for proxy mines, often amusing killing some one with their own mine just by stepping on it and surviving.
    Still is; I usually run around as a Medic so step on mine, heal up and keep on running knowing I cost someone 100 units of material :D (some nasty facist TR had put a double mine though at a jump up point, explode first which exploded the second in area and boom :( ).

    Roo it's not only 1 shot from the front that's changed though; it's GREATLY increased the requirement from back/top (esp. back) from 2 to 4 rockets etc. That's what's really going to hurt going forward as tanks are now very much harder to kill to anything short of a coordinated attack (and we all know how common those tend to be :/ ) and I'm not even going to mention the nerfs to buggy weapons (15 to 54 shots for the 'nade launcher etc. at the back is just silly).


  • Registered Users Posts: 137 ✭✭Roorah


    As a guy whose preference is tanks I suppose I may be a little biased. Even then I have to admit recently the majority of my deaths in tanks have been from VS scythe rocket pods, even when fighting the NC.... But I say I'd be killed by personal rockets less than 10% of the time. Can see this shooting down as well now.

    And as a heavy solo I can just about take down a heavy tank down, provided the driver ain't too smart.


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  • Registered Users, Registered Users 2 Posts: 3,274 ✭✭✭Monty - the one and only




    I love the buggy...though I seem to get myself killed in it more than enemies kill me:confused:


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