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Vendredi 20 décembre 2013
 
Server Downtime for Hotfix December 20, 2013 6AM PT

Update 2: Delay has been reduced; servers are dropping now 6:30 am PST (3:30 pm CET)

Additional note in red

Estimated downtime: 2 hours

Patch Notes

    Fixed an issue causing hits to sometimes not register
    Fix for animation and movement jitter of characters at long ranges
    Fix for tank turrets occasionally missing at long range
    Fixed issue where character could get stuck temporarily after teleporting
    AOE damage issues fixed for deployed explosives
    Replaced stairs in the VR room and warpgates
    Tutorial no longer gated at the redeploy step
    Fixes to some helmet and armor popping
    Fixed missing rails on Amerish
    Saurva banners, teleporters and shields fixed
    Fixed incorrect resist settings on ESF versus default/decimator rocket launchers. Decimator should be a 1 hit kill and default rocket launchers should be almost a 1 hit kill again.
    Fixed some incorrect damage mitigation values on Flak armor. Flak armor was not properly mitigating the direct hit of rocket launchers, grenade launchers and a few other weapons.
    Fixed incorrect value on ZOE max resistance versus default/decimator rocket launchers
    Basilisk/Drake adjustments. RPM lowered from 400 to 351 (previous live value was 300). Minimum cone of fire returned to its previous 0.5 degrees up from 0.3 degrees. COF bloom per shoot reduced back down to 0.1 from 0.125
    AV Mana Turret adjustments. Correct incorrect resist values for aircraft against the Engineer AV mana turrets. They were not resisting enough damage. The damage they take should now match what they were before PU002. AV MANA turrets should now be able to 1 shot another AV MANA turret instead of nearly killing it.
    TR M3 Pounder HEG adjustment. Reduced max blast damage from 190 to 125.
    Liberators and Galaxies no longer lock-on one second quicker than other targets
    Members have been granted certs to account for an error in passive cert bonus calculations during the downtime
As always, we appreciate your patience.
Cheers,
Raxxyl
 
Posté par Raxxyl


Mardi 17 décembre 2013
 
Server Downtime for PU02 December 17, 2013 9:30 AM PT (6:30 PM CET)

PU02 Patch Notes

    Performance

      Esamir Object Optimization. We optimized the number of unique objects, overall object count, and polygons per object on Esamir. This will give players the same environment based performance increases they see on Indar.
      Physics Optimization – We have changed the way we simulate various aspects of the server and client to more efficiently process players and vehicles in the game.
      Client Memory Optimization – Animations have gotten some serious work to reduce their overall cost without reducing quality. Many per-player animation costs are reduced for players at a distance.
      Additional client crashes fixed.
      UI – Optimized dynamic image loading and processing to reduce GUI advance spikes ( eliminates over 50% of the intermittent 4+ms spikes we were seeing )
      UI - Optimized data processing on the loadout pages

    Balance

    Significant changes have been made to infantry and vehicle balance. These changes are listed in the last sections of the patch notes and are over 10,000 words.

    Holidays

      Over the next few weeks you may come across some snowmen scattered across the frozen wasteland of Esamir. These jolly and harmless fellows can be blown up for a nice chunk of XP, and, if you can light up enough of them you may earn a special reward. Also, keep your eye out for a rare blinged out Golden Snowman who gives a very exclusive reward. If you see one, make sure you get it before your squadmates do!
      Nanite Systems has been hard at work on a new pistol. Get a silver medal with it and you will unlock a special title.
      In addition to new holiday camos and decals, from the 18th of December through the 1st of January we will be having some huge sales in game.
      Each day during those two weeks a new category in the marketplace (such as "shotguns" or "helmets") will be on sale for 50% off. In addition all Items of the Day items will be 99SC regardless of their original cost, and Members Only Item of the Day items will be 1SC, so make sure you log in every day and don't miss out on anything good!
      Make sure to give your enemies the gift of C4 this holiday season!

    Depot

      Fixed camo coverage on several infantry weapons
      Razor fins attachment will no longer appear washed out at night
      Camo coverage and LOD adjustments to several vehicle attachments
      VS infantry weapons now have more camo coverage
      Weapon camos will no longer be applied to all the weapons in the slot; they will apply to just the one selected
      Increased the intensity of camo to 100% and added more coverage on MAX weapons
      Lowered the cert point cost of some optics on starting weapons to let new characters customize their weapon earlier.

    Combat

      Deployables should no longer sink into the ground
      Spawn Beacons can no longer be placed inside facility walls
      A bug allowing players to squad deploy as MAXs has been addressed
      Fixed an issue with fall damage not registering at heights below 100m
      NC scope’s magnification now correctly matches their labels
      AV turrets collision better matches the geometry
      Recoil animations while in iron sights have been toned down on several TR carbines
      Resolved an issue where certain items could be unlocked in the VR zone for use in the main world

    Vehicles

      Tank mines should explode more reliably when activated by vehicles
      Fixed an issue where the Liberator could bypass the Biodome geometry and kill players inside
      VS Mine guard is no longer displaying confusing allegiances (NC colors)
      Horn of Liberty should now properly unlock account wide
      Decals should display correctly on scythes
      Hood ornaments should now display when used in combination with bumpers
      Cockpit glass should all be fixed now

    Animation

      Fixed an issue with Spawn Beacon animation
      Improved iron sights animations
      Engineers using turrets should now have more accurate animations
      Revive animations should play more reliably
      Fixed an issue where landing gear on flying vehicles would end up in the wrong position

    Misc

      Occasionally, players would end up remaining in the world when servers were brought down; that should no longer occur
      Proximity repair hologram on the Sunderer should no longer appear incorrectly
      Fixed an issue where launching the game on Windows XP could cause the world to tint an odd color for a period of time
      Fixed a few issues relating to window resizing and initialization that could cause bugs and errors
      Running with multiple monitors should be tolerable now, but note that we don’t yet support UI window adjustments in this mode
      Fixed a graphical corruption issue that could occur with certain particles on AMD graphics cards
      A small group of accounts have had items removed that were incorrectly purchased without subtracting Station Cash.

    Standard Spawn Options

      Increased standard spawn options to include:

        Nearest Small outpost by lattice links
        Nearest Large outpost by lattice links

      This should alleviate situations where pilots and others are downed more than one region away from a friendly territory and are stuck with no good spawn options. This change will offer the nearest small outpost and nearest large outpost in addition to the nearest major facility that is already available. This should allow those players to either join the nearest front or fall back to spawn another vehicle at a larger facility. Please note that the distance is by lattice-links, not as the crow flies.
      You can now deploy at any warpgate regardless of your current continent.

    Squad Leader Indicators

      Functionality for a squad leader to mark a cap point has been added. This will add arrows to the objective indicator on the HUD that your squadmates can see. Hold the spot button down (q by default) to bring up the quick menu while targeting a capture point to set the indicator.
      Squad leaders no longer have to cert into the ability to set a primary squad target using the Q menu (QAM)
      Players who previously purchased the Squad Objectives certification from the squad leadership certifications tree will be refunded the 30 CP cost

    UI

      Capture point capture progress bars should now update every .5 seconds instead of every 2 seconds
      Objectives are now clamped to the edge of the screen
      You will now receive a notification whenever you unlock a title
      When turning off your UI the overhead icons will once again hide
      Enable VSync whether windowed or fullscreen mode
      Continent map should load faster the first time you open it every game session
      Commissioner variants should no longer appear in the Certs menus
      Added some functionality to sort by name and rank on several social screens in the UI
      Map searching will no longer produce double results after swapping characters
      Addressed an issue where Sunderer icons could display in bad locations

    World

      Warpgate rotation
      Freyr Amp Station update. We've added multiple cap points to the Freyr Amp Station. Each cap point is tied to a nearby spawn room. By reducing the reliance on Sunderers for spawning, this should facilitate some fierce infantry battles at Freyr.
      Adjusted Biolab pain fields to follow capture status correctly
      VR Training zone minimap should no longer appear as black occasionally
      VR Training zone should no longer have black terrain

Vehicle balance

    Harasser adjustments

    The Harasser is performing too strongly on the battlefield. It’s very fast, has a good amount of armor, a good selection of weapons, and can even repair on the run.

    We’re going to make changes that require the Harasser to use its speed to get closer to targets and create more risk versus reward. So, the range of most Harasser weapon variants is being lowered. In addition, anti-personnel style vehicle weapons are receiving buffs against light-armor. These weapons also generally have a higher RPM and faster projectiles so they are more capable of hitting a high speed target. Details on specific weapon changes are listed farther below in the individual weapons section.

    Harasser Turbo

    With current Turbo values it is too easy to use Turbo to easily get into and out of combat. So, we are lowering the regeneration and increasing the amount of fuel burned per second. This should make the choice on when to use the turbo more important and not an always available option.

      An empty tank now completely refills in 35/30/25/20/15 seconds up from 30/25/20/15/10 per rank
      A complete burn of a full tank of is now burned in approximately 2.25 seconds down from 2.75 seconds

    Harasser Rumble Seat Repairs

    Being able to repair on the move is too strong of an advantage, but we do like it as an option. So the effectiveness of repairs made from the rumble seat has been reduced to 30%. We think at this rate there will still be times where repairs from the rumble seat will be useful, but not while in the middle of combat.

    Composite Armor

    Composite Armor is also providing too much of a benefit and overshadows other defense slot items. We’re reducing the armor bonus granted per rank from 5/10/15/20% to 2/4/6/8%. This will on average cause the Harasser to take ½ less tank rounds to destroy. We also removed the C-4 resistance that composite armor grants, since it is already pretty difficult to hit a moving Harasser with them.
    Based on the results of this change, there might be further modifications to composite armor, stock armor values, or other defense slot items.

    Stock Armor

    The only adjustment to stock armor and resistance values is reducing effectiveness against “light anti-tank weapons”. We want these weapons to be part of a group of weapons that are strong against the Harasser. Harasser resistance to “Light anti-tank” damage reduced from 35% to 0%. This gives the Fury, Zepher and Bulldog increased damage to the stock Harasser. The Lightning C75 Viper was also using this damage type but that has been changed to tank shells (details further down).

    Vehicle Secondary Anti-Personnel Adjustments

    We are adjusting the M20 Basilisk, M40 Fury, P525 Marauder, C85 Canister and Proton II PPA to be stronger light armor counters. Light Armor includes: Flash, Harasser, and ESF.
    In addition, all Harasser variants will have either its range or damage reduced. Flash variants will be adjusted to match the Harasser variants.
    And finally, we are working towards bringing the weapons more in line with each other.

    M12 Kobalt

    The M12 doesn’t get equipped very often so we want to further define this weapon from the basilisk as a superior infantry killer. We are increasing damage at close ranges and pushing out the minimum damage range. In addition, we are adding headshot and legshot multipliers. Finally, we are making adjustments to the cone of fire making it even more accurate in bursts, but a bit less accurate when held down. This should make the M12 Kobalt stand out more from other weapons and perform well at all ranges. As one of the changes to promote the Harasser getting closer, the Harasser & Flash variants of the weapon have their damage fall off occur sooner.

      Max damage increased from 193 to 200
      Min damage range increased from 100 to 130
      Starting CoF reduced from 0.25 to 0.2 degrees
      Maximum CoF increased from 0.25 to 0.5 degrees
      CoF recovers quickly
      Added headshot multiplier of 2
      Added legshot multiplier of -0.1

    M12 Kobalt-H

      Max damage increased from 193 to 200
      Min damage range decreased from 100 to 65
      Starting CoF reduced from 0.25 to 0.2 degrees
      Maximum CoF increased from 0.25 to 0.5 degrees
      CoF recovers quickly
      Added headshot multiplier of 2
      Added legshot multiplier of -0.1

    M20 Basilisk

    The Basilisk performs decent, but we feel there is some room for improvement, especially just how it feels when firing it. The below changes should be an overall improvement for the Basilisk especially at close range and against vehicles. It is receiving a rate of fire buff so that using the gun feels better and it feels like it hits more often. The CoF changes are intended to offset some of its infantry killing capability, especially with its rate of fire increase. As one of the changes to promote the Harasser getting closer, the Harasser & Flash variants of the weapon have their damage fall off occur sooner.

      Fire rate increased from 300 RPM to 400 RPM
      Max damage reduced from 275 to 250
      Max damage range reduced from 75 to 10 meters
      Min Damage reduced from 200 to 167
      Min damage range increased from 75 to 130 meters
      Starting cone of fire reduced from 0.5 degrees to 0.3 degrees
      Maximum cone of fire increased from 0.5 degrees to 0.7 degrees
      Cone of Fire Recoil increased from 0.1 degrees per shot, to 0.125 degrees
      Cone of fire recovers quickly
      Added legshot multiplier of -0.1
      Ammo resupply now grants 60 rounds per tick up from 25 (100 on Sunderer version)

    M20 Basilisk-H & F

      Fire rate increased from 300 RPM to 400 RPM
      Max damage reduced from 275 to 250
      Max damage range reduced from 75 to 10 meters
      Min Damage reduced from 200 to 167
      Min damage range increased from 75 to 60 meters
      Starting cone of fire reduced from 0.5 degrees to 0.3 degrees
      Maximum cone of fire increased from 0.5 degrees to 0.7 degrees
      Cone of Fire Recoil increased from 0.1 degrees per shot, to 0.125 degrees
      Cone of fire recovers quickly
      Added legshot multiplier of -0.1
      Ammo resupply now grants 60 rounds per tick up from 25

    M20 Drake

    Being the air borne version of the Basilisk, we made some similar adjustments. The fall off for this variant is being adjusted to be to better overlap with ESF fall off damage.

      Fire rate increased from 300 RPM to 400 RPM
      Max damage range increased from 150 to 250 meters
      Min damage range increased from 250 to 350 meters
      Added legshot multiplier of -0.1
      Ammo resupply now grants 60 rounds per tick up from 25 (Liberator version)
      Ammo resupply now grants 100 rounds per tick up from 25 (Galaxy version)

    M60-G Bulldog

    For now, we are just defining a difference for the Harasser version. The direct hit damage is increasing for the Sunderer variant.

      Max damage increased from 750 to 1000

    M60-G Bulldog-H

      No changes

    C85 Canister

    This weapon has been renamed so there is less confusion with the enforcer ML and it is receiving lots of adjustments to bring it more in line compared to the Marauder and PPA. While it lacks splash damage it has the highest potential damage output, is receiving headshot multipliers, has the quickest projectile, receiving additional ammo per magazine, receiving additional pellets per shot, and the pellet spread should allow for some slop in aiming. As one of the changes to promote the Harasser getting closer, the Harasser variant of this weapon has its damage fall off occur sooner.

      Renamed from “Enforcer C85 Modified” to “C85 Canister”
      Now on a new Resist Type: “Vehicle Shotgun (Canister)”

        This resist type does no damage to heavy armor, but does good damage to light armor.
        Nanoweave and MAX Kinetic armor protects against this damage type

      Max Damage lowered from 150 to 125
      Max Damage Range decreased from 40 to 12
      Min Damage decreased from 125 to 80
      Min Damage Range decreased from 100 to 40 meters
      Magazine size increased from 5 to 8
      Magazine size certification now has a second rank that adds 2 rounds
      Ammo Capacity increased from 100 to 160
      Ammo Capacity certifications now grant 8 rounds per rank
      Added headshot multiplier of 1.5
      Added legshot multiplier of 0.1
      Pellet count increased from 8 to 12
      Projectile speed increased from 225 to 400
      Projectile gravity increased from 1 to 7.5

    C85 Canister-H

      Renamed from “Enforcer C85 Modified-H” to “C85 Canister-H”
      Now on a new Resist Type: “Vehicle Shotgun (Canister)”

        This resist type does no damage to heavy armor, but does good damage to light armor.
        Nanoweave and MAX Kinetic armor protects against this damage type

      Max Damage lowered from 150 to 125
      Max Damage Range decreased from 40 to 8
      Min Damage decreased from 125 to 80
      Min Damage Range decreased from 100 to 30 meters
      Magazine size increased from 5 to 8
      Magazine size certification now has a second rank that adds 2 rounds
      Ammo Capacity increased from 100 to 160
      Ammo Capacity certifications now grant 8 rounds per rank
      Added headshot multiplier of 0.5
      Added legshot multiplier of -0.1
      Reversed the order of digits to make this code more unique 5963-466-855
      Pellet count increased from 8 to 12
      Projectile speed increased from 225 to 400
      Projectile gravity increased from 1 to 7.5

    P525 Marauder

    As part of the light armor changes we want to increase the Marauders effectiveness against light armor. For that, we are going to be increasing its projectile speed on the tank version and it is now on a new damage type that will do more damage against light armor, but no damage to heavy armor. Against infantry, the Marauder outperforms most weapons, so we are going to tone its anti-personnel capabilities down. We are lowering the blast damage and matching the blast size ranges with the PPA. As one of the changes to promote the Harasser getting closer, the Harasser variant of this weapon is not receiving the projectile speed increase, and will do less damage.

      Now on a new Resist Type: “Anti-Light Armor”

        This resist type does no damage to heavy armor, but does good damage to light armor.
        Flak Armor protects against this kind of damage

      Max Damage increased from 150 to 350
      Inner Blast damage reduced from 450 to 334
      Inner Blast damage radius reduced from 2 to 1 meters
      Magazine Size certifications now grant 1/2/3/4 rounds per rank down from 1/3/4/5
      Projectile Speed increased from 125 to 150 meters per second
      Fire rate decreased from 200 RPM to 171 RPM

    P525 Marauder-H

      Now on a new Resist Type: “Anti-Light Armor”

        This resist type does no damage to heavy armor, but does good damage to light armor.
        Flak Armor protects against this kind of damage

      Max Damage increased from 150 to 315
      Inner Blast damage reduced from 450 to 334
      Inner Blast damage radius reduced from 2 to 1 meters
      Magazine Size certifications now grant 1/2/3/4 rounds per rank down from 1/3/4/5
      Fire rate decreased from 200 RPM to 171 RPM

    Proton II PPA

    As part of the light armor changes we want to increase the PPAs effectiveness against light armor. For this, we are placing it on a new damage type that does extra damage to light armor, but no damage to heavy armor. Otherwise, the Proton II PPA is close to where we would like. We’re going to bring in the fall off damage ranges to better match the Basilisk and Canister, and reduce the inner blast damage radius. We are also experimenting with increasing its projectile size to see if that provides any noticeable benefit. As one of the changes to promote the Harasser getting closer, the Harasser variant of this weapon has its fall off damage occur sooner.

      Now on a new Resist Type: “Anti-Light Armor”

        This resist type does no damage to heavy armor, but does good damage to light armor.
        Flak Armor protects against this kind of damage

      Max damage decreased from 275 to 235
      Max damage range decreased from 50 to 10 meters
      Min damage decreased from 225 to 167
      Min damage range decreased from 150 to 75 meters
      Blast inner radius reduced from 1.5 meters to 1 meter
      Projectile size increased to 200mm up from 30mm

    Proton II PPA - H

      Now on a new Resist Type: “Anti-Light Armor”

        This resist type does no damage to heavy armor, but does good damage to light armor.
        Flak Armor protects against this kind of damage

      Max damage decreased from 275 to 235
      Max damage range decreased from 50 to 10 meters
      Min damage decreased from 225 to 167
      Min damage range decreased from 150 to 65 meters
      Blast inner radius reduced from 1.5 meters to 1 meter
      Projectile size increased to 200mm up from 30mm

    M40 Fury

    The Fury performs well, but we want the fury to be a more distinct choice compared to other similar options. We’re going to do this by allowing increasing its direct hit damage and allowing that to do damage to heavy armor. The damage it can do to heavy armor will be higher than what it could do previously. Its blast radius will be brought to match the PPA and Marauder, but we will also increase its magazine size. As one of the changes to promote the Harasser getting closer to targets, the Harasser and Flash variant is adjusted to do less direct damage than the tank version.

      Direct damage increased from 300 to 400
      Blast damage reduced from 550 to 334
      Blast damage inner radius reduced from 2 meters to 1 meter
      Blast damage outer radius reduced from 4 meters to 3 meters
      Magazine size increased from 5 to 8
      Ammo Capacity for Flash increased from 30 to 48

        Certifications increased to 8 per rank up from 5

      Ammo Capacity for Sunderer increased from 100 to 160

        Certifications decreased to 8 per rank up from 20

    M40 Fury-H & F

      Direct damage increased from 300 to 365
      Blast damage reduced from 550 to 334
      Blast damage inner radius reduced from 2 meters to 1 meter
      Blast damage outer radius reduced from 4 meters to 3 meters
      Magazine size increased from 5 to 8
      Ammo Capacity for the Harasser version increased from 75 to 120

        Certifications decreased to 8 per rank down from 15

AV Secondary Weapons

We are making adjustments on these weapons based on data to bring them more in line with each other (details next to each weapon below). In addition we want to make them less effective against infantry. To do that we are bringing the damage of these weapons down by approximately 66%. This will allow us to make flak armor more consistent and more effective against them. Vehicle resistances are being adjusted to make the damage against them the same.

    E540 Halberd

    The blast has been reduced to make it less effective against infantry (direct hits can still one shot non flak armor infantry). We are also adding some new acceleration mechanics to the weapon. We expect this to be a slight decrease in its effectiveness at sniping infantry and range. The harasser version has been tuned to do less damage than the tank version.

      Direct hit damage reduced from 1500 to 1000
      Inner Blast damage radius reduced from 1 meter to 0.5 meters
      Inner Blast damage reduced from 750 to 450
      Launch speed set to 200 meters per second
      Within 1 second, the projectile will accelerate to max speed of 275 meters per second

    ES540 Halberd–H

      Direct hit damage reduced from 1500 to 800
      Blast damage inner radius reduced from 1 meter to 0.5 meters
      Inner Blast damage reduced from 750 to 400
      Launch speed set to 200 meters per second
      Within 1 second, the projectile will accelerate to max speed of 275 meters per second

    Enforcer ML85

    The Enforcer slightly underperforms compared to the Halberd, Vulcan and Saron. So will be a damage increase against other vehicles (by not lowering it by 66%). We are also increasing its splash damage to be in line with the other weapons. Finally, we are also applying the new projectile acceleration mechanics to it. We expect this to be a slight decrease in its effectiveness at sniping infantry and range. The harasser version has been tuned to do less damage than the tank version.

      Direct hit damage reduced from 700 to 500
      Inner Blast damage increased from 150 to 334
      Launch speed set to 200 meters per second
      Within 1 second, the projectile will accelerate to max speed of 300 meters per second

    Enforcer ML65 - H

      Direct hit damage reduced from 650 to 450
      Inner Blast damage increased from 150 to 334
      Launch speed set to 200 meters per second
      Within 1 second, the projectile will accelerate to max speed of 300 meters per second

    Saron HRB

    The Saron is pretty close to where we like it. For now, the only change we are doing is adjusting the harasser version. It will require one more splash hit to kill if hitting with only inner splash damage.

      Direct hit damage reduced from 425 to 284
      Inner Blast damage increased from 350 to 367

    Saron HRB-H

      Direct hit damage reduced from 375 to 250
      Inner Blast damage reduced from 350 to 334

    Armor Piercing Bullet Weapons

    We are lowering the damage of these weapons to make them less effective against infantry. Vehicle resistance is being updated to be the same TTK with the following exceptions. These were cases we found that armor piercing bullets were too effective:

      Flash resistance to Armor Piercing Bullets increased: Adding about 0.25 seconds to TTK
      Lightning resistance to Armor Piercing Bullets increased: Adding about 1 second to the TTK on average.
      Phalanx Turret resistance to Armor Piercing Bullets increased: The phalanx turret now has tank level armor against AP Bullets (prowler/Magrider side armor specifically)
      MANA Turret resistance to Armor Piercing Bullets increased: Adding about 0.5 seconds to TTK
      Terminal resistance to Armor Piercing Bullets increased: Adding about 0.5 seconds to TTK

    G30 Vulcan

    Between the Halberd, Enforcer and Saron, the Vulcan is the highest performing, so in addition with lowering its damage against infantry, we are bringing the damage range in. The previous damage ranges were pushed far beyond what our data shows as the range the weapon is actually used in. As one of the changes to promote the Harasser getting closer, the Harasser version now matches the damage values of the tank version and instead the fall off damage is brought in closer.

      Max damage decreased from 250 to 167
      Max damage range decreased from 200 to 10 meters
      Min Damage decreased from 175 to 125
      Min Damage range decreased from 500 to 130 meters
      Cone of Fire at rest is being increased from 0.25 degrees to 0.5 degrees
      Cone of fire recoil increased from 0.05 degrees per shot to 0.1 degrees
      Cone of Fire will recover faster
      Added a legshot multiplier of -0.1

    G30 Vulcan–H

      Max damage decreased from 220 to 167
      Max damage range decreased from 200 to 10 meters
      Min Damage decreased from 165 to 125
      Min Damage range decreased from 500 to 65 meters
      Cone of Fire at rest is being increased from 0.25 degrees to 0.5 degrees
      Cone of fire recoil increased from 0.05 degrees per shot to 0.1 degrees
      Cone of Fire will recover faster
      Added a legshot multiplier of -0.1

    CAS30 Tank Buster

    No major adjustments here for this update. Just adjusting for resist change and adding a legshot penalty

      Max Damage decreased from 500 to 334
      Min Damage decreased from 250 to 143
      Added a legshot multiplier of -0.1

    AP30 Shredder

    No major adjustments here for this update. Just adjusting for resist change and adding a legshot penalty

      Max Damage decreased from 375 to 250
      Min Damage decreased from 225 to 143
      Added a legshot multiplier of -0.1

    Tank Cannons

    Tank cannon damage and resistance is being adjusted in order to keep damage numbers more consistent. Time to kill should remain the same with AP and HEAT in most cases. We think High Explosive rounds are performing too poorly when used against other tanks so they are getting a direct damage increase.

    Phalanx Turrets and Facility Terminals are receiving increased resistance to tank shells. A Phalanx Turret is now equivalent to a side hit against a Magrider or Prowler. A terminal in most cases will require two tank rounds to destroy.

    As mentioned above, damage is the only thing to change on the below tank cannons. TTK remains unchanged except against Phalanx Turrets and Facility Terminals:

      Lightning

        L100 Python HEAT

          Direct hit damage reduced from 1400 to 1275

        L100 Python HE

          Direct hit damage increased from 925 to 1000

        L100 Python AP

          Direct hit damage increased from 1540 to 1600

      Magrider


        Supernova PC

          Direct hit damage reduced from 1550 to 1410

        Supernova Volatile PC

          Direct hit damage remains unchanged at 1175

        Supernova Focused PC

          Direct hit damage increased from 1785 to 1865

      Vanguard

        Titan-150 HEAT

          Direct hit damage reduced from 1750 to 1600

        Titan-150 AP

          Direct hit damage increased from 2000 to 2075

        Titan-150 HE

          Direct hit damage remains unchanged at 1300

      Prowler

        P2-120 HEAT

          Direct hit damage reduced from 1100 to 1000

        P2-120 AP

          Direct hit damage reduced from 1200 to 1250

        P2-120 HE

          Direct hit damage increased from 650 to 725

      Phalanx

        Spear

          Direct hit damage increased from 1500 to 1550

      Liberator

        C150 Dalton

          Direct hit damage increased from 1750 to 1825

    ESF Nose cannon adjustments (Default and Rotary)

    We are lowering the damage they can do versus infantry and heavy armor. We want them to be excellent against air and light armor and they are just too high on the list of things killing infantry and armor. There are other weapons to pick on the ESF for those targets and we want to drive that distinction more. So we are lowering the base damage of nose cannons and adjusting vehicle resistances. Against most vehicles, the TTK will be the same.

    Fall off damage is also being adjusted with a few goals in mind. It goes well with our above goal and over time, we will be adjusting other weapons like the Walker to better overlap with these new damage ranges, creating a better dynamic for ESF engagement ranges. Additionally, it provides further distinction between the default nose cannons and the rotary nose cannons.

    Finally, we will be making some adjustments based on data gathered since the cannons were re-tuned several updates ago. Reload speeds are being adjusted to bring damage over time of each weapon closer to each other. This includes making the rotary damage over time closer to the default nose cannons. This removes an advantage the rotary has against high health targets such as MBTs, Galaxies and Liberators. We also found the Mosquito nose cannons in general were outperforming, so we are lowering their magazine size advantage.

    To accommodate the lower damage versus infantry, the resistance value against “ESF nose cannons” for all vehicles needed to be adjusted. The TTK (time to kill) will remain close to live values with the exception of:

      Flash: Armor against ESF cannons increased about 50%
      Lightnings: Resistance increased about 20%
      MBTs: Resistance increased about 20%
      Phalanx Turrets: Resistance increased about 40%
      MANA Turrets: Resistance increased about 25%

    Default Nose Cannons

    As mentioned above, for each empire, damage is being lowered against infantry and the fall off damage range is being brought in. Reload speeds are being slightly tweaked to bring the damage over time closer together. The Reavers minimum damage is not lowered as much as the other empires. The Mosquito is outperforming the other empires so we are lowering its magazine size advantage.

      Saron LC

        Max damage decreased from 340 to 220
        Min damage decreased from 255 to 184
        Min damage range decreased from 325 to 300
        Added a legshot multiplier of -0.1

      M20 Mustang

        Max damage decreased from 400 to 250
        Max damage range increased from 225 to 230
        Min damage decreased from 290 to 200
        Min damage range decreased from 350 to 330
        Reload speed reduced from 2.5 seconds to 2.4 seconds
        Added a legshot multiplier of -0.1

      M18 Needler

        Max damage decreased from 315 to 200
        Min damage decreased from 245 to 167
        Min damage range decreased from 325 to 300
        Magazine size reduced from 75 to 70
        Added a legshot multiplier of -0.1

    Rotary Nose Cannons

    As mentioned above, for each empire damage is being lowered against infantry. The fall off damage range was brought in. We are adjusting the reload speeds to better match damage over time between these weapons and the default nose cannons. The Mosquito is outperforming the other rotary cannons so we are lowering its magazine size advantage.

      Hailstorm Turbo Laser

        Max damage decreased from 360 to 230
        Max damage range decreased from 125 to 100
        Min damage decreased from 300 to 167
        Min damage range decreased from 250 to 200
        Reload speed increased from 1.75 seconds to 1.8 seconds
        Added a legshot multiplier of -0.1

      Vortek Rotary

        Max damage decreased from 500 to 320
        Max damage range decreased from 150 to 130
        Min damage decreased from 425 to 210
        Min damage range decreased from 275 to 230
        Reload speed increased from 2 seconds to 2.25 seconds
        Added a legshot multiplier of -0.1

      M18 Rotary

        Max damage decreased from 315 to 200
        Max damage range decreased from 125 to 100
        Min damage decreased from 200 to 143
        Min damage range decreased from 270 to 200
        Reload speed increased from 2.25 seconds to 2.5 seconds
        Magazine size reduced from 50 to 45
        Added a legshot multiplier of -0.1

    Other Changes

      C75 Viper

      Weapon could use a small buff. We are going to increase its effectiveness against vehicles a bit by changing its damage type. The tank adjustments noted above still cause the damage value to decrease, so we are also increasing its blast damage to ensure it can still 1 hit kill a non flak armor target.

        Direct hit damage is now on resist type 7 (tank shells)
        Damage reduced from 475 to 400
        Blast damage increased from 550 to 600

      Prowler Anchored Mode

      Data shows that anchored mode is extending the Prowlers range too far as well as making it too easy to hit aircraft. The projectile speed increase on Anchored mode is being reduced from 15/30/45/60% per rank, to 7.5/15/22.5/30%

      Sunderer

      Sunderer Resistance versus type 4 damage (heavy machine gun) increased from 70% to 75%. Mostly as a response to the Basilisk rate of fire change, but looking at data, the Sunderer is a bit too vulnerable to heavy machine gun damage and could the increase in resistance.

Weapon Balance

    Major changes

      LMGs have been performing too well at hip-fire when compared to the other weapon types. This coupled with their higher than average ammunition capacity has caused them to outclass other weapon types in those other weapon’s intended roles. We've done a global reduction to hip fire accuracy across all LMGs to make them more LMG-like.
      Weapons with 0.75x aim move speeds have been adjusted so that they have clearer tradeoffs for that move speed bonus. This generally means more recoil to better match their role as close-quarter weapons, and in some cases longer reloads.
      Assault rifles with hip-fire accuracy bonuses have a little too much hip range when compared to the standard rifles. Hip-fire accuracy on these weapons has been reduced, though they still have higher accuracy than the standard assault rifles.
      Carbines have had their minimum damage range brought in by 5 meters. This better matches the scale of our facilities and the carbines intended role as a closer range weapon when compared to LMGs and Assault Rifles.

        All 143 damage carbines: Min damage reduced from 65 to 60 meters
        All 167 damage carbines: Minimum damage range reduced from 75 to 70 meters
        The one 200 damage carbine: Minimum damage range reduced from 85 to 80 meters
        Note: The close-range carbines that already had a lower minimum damage range remain at their previous values

      Laser sight attachment modifiers have been reduced so that they will no longer cause a weapon to have better accuracy than a weapon type that is two or more accuracy tiers down. For example, an LMG with an advanced laser sight will no longer give that LMG SMG-level hip accuracy (Yes, that was happening before).

    NC Assault Rifle Changes

      GR-22

        This weapon has received the standard assault rifle hip-fire reduction. Recoil has also been increased to better match its rate of fire.

          Vertical recoil increased from 0.22 to 0.25
          Min horizontal recoil increased from 0.225 to 0.25
          Hip fire accuracy reduced, but still better than AR standard

            Crouch: 1.0 to 1.125
            Crouch walk: 1.5 to 1.75
            Running: 2.0 to 2.25

      Reaper DMR

        The Reaper is getting a magazine size increase to even out its kill potential compared to other assault rifles. It is also receiving accuracy buffs so that movement isn’t as penalizing.

          Magazine size increased from 20 to 24
          Ammunition capacity increased from 140 to 144
          Short reload adjusted to work with the higher magazine size

            Increased from 1.86 to 1.925 seconds

          Hip-fire accuracy improved

            Crouch: 2.5 to 2.0
            Crouch walk: 3.0 to 2.5
            Stand: 3.0 to 2.5
            Running: 3.5 to 3.0

          Aimed moving accuracy improved

            Stand: 0.35 to 0.32
            Crouch: 0.2 to 0.17

          Velocity ammo now increases bullet speed to 650 m/s. The previous value was 600 m/s
          Fixed a bug that was causing the compensator to penalize hip-fire twice

      Gauss Rifle Burst

        This weapon has been growing in popularity after our last round of moving accuracy buffs. We’re taking those same buffs and applying them to the stationary states.

          Non-moving aimed accuracy improved

            Aimed accuracy improved from 0.03 to 0.0125

          Recoil adjustments to make second shot in burst more consistent

            Horizontal recoil reduced from 0.15 to 0.14

          Max recoil angle reduced so that burst direction is more consistent

      Gauss Rifle S

        Very small reload improvements to even out its damage over time with the other assault rifles

          Long reload: 2.86 to 2.8
          Short reload: 2.365 to 2.1

      Carnage BR

        This weapon is receiving the standard 0.75x hip-fire and recoil adjustments.

          Vertical recoil increased from 0.22 to 0.247
          First shot recoil increased from 2.25 to 2.5
          Hip fire accuracy reduced, but still better than AR standard

            Crouch: 1.0 to 1.125
            Crouch walk: 1.5 to 1.75
            Running: 2.0 to 2.25

          Aimed moving accuracy now matches all other 0.75 ADS assault rifles

            0.3 to 0.35

          Renamed to Carnage AR, because it’s an Assault Rifle and not a Battle Rifle

    NC Carbines Changes

      GD-7F

        Improving accuracy so it matches its damage type

          Hip accuracy loss per shot improved from 0.12 to 0.1
          Aimed accuracy loss per shot improved from 0.1 to 0.05

      AC-X11

        Like the Reaper DMR, we’re improving both bullets per magazine and overall accuracy. This weapon will now output more damage over time compared to before even though the reload time is being lengthened.

          Magazine size increased from 20 to 24
          Ammunition capacity increased from 140 to 144
          Reload adjusted to compensate for larger magazine

            Long reload increased from 2.425 to 2.75 seconds
            Short reload increased from 1.855 to 2.045 seconds

          Aimed moving accuracy improved

            Stand: 0.35 to 0.32
            Crouch: 0.2 to 0.17

          Hip fire improved, but still higher than carbine standard to match it being a long range weapon

            Crouch: 2.0 to 1.75
            Crouch walk: 2.5 to 2.25
            Stand: 2.5 to 2.25
            Running: 3.0 to 2.75

          Fixed a bug that was causing the compensator to penalize hip fire twice
          Recalculated the number of NC killed by C4'ing themselves. The new total is 591,432,0499.

      Gauss Compact Burst

        Same accuracy improvements as the Gauss Rifle Burst

          Non-moving aimed accuracy improved

            Aimed accuracy improved from 0.03 to 0.0125

          Recoil adjustments to make second shot in burst more consistent

            Horizontal recoil reduced from 0.15 to 0.14
            Max recoil angle reduced so that burst direction is more consistent

      Razor GD-23

        Full-auto accuracy and long reload have been improved

          Long reload is faster, from 2.275 to 2.0 seconds
          Reduced maximum horizontal recoil drift

    NC LMG Changes

      NC6 Gauss Saw

        This weapon is only receiving the global hip-fire reduction

          New minimum hip-fire accuracy: 3.5
          New maximum hip-fire accuracy: 4.5

      EM1

        Small recoil improvement to better match its rate of fire class

          Vertical recoil reduced from 0.35 to 0.335
          Muzzle velocity increased from 600 to 650 m/s
          New minimum hip-fire accuracy: 3.5
          New maximum hip-fire accuracy: 4.5

      GD-22S

        Short reload is now faster to better match its magazine size and rate of fire. Both full-auto recoil drift and recoil recovery have been improved.

          Short reload is faster, from 3.135 to 2.275 seconds
          Recoil recovery improved from 13 to 15
          Reduced maximum recoil horizontal drift
          New minimum hip-fire accuracy: 2.25
          New maximum hip-fire accuracy: 3.75

      Gauss Saw S

        Small muzzle velocity increase to better work with some of the weapon’s attachments

          Muzzle velocity increased from 615 to 630 m/s
          New minimum hip-fire accuracy: 3.25
          New maximum hip-fire accuracy: 4.25

      EM6

        Long reload length increased to better match its ammunition capacity. It was previously outputting more damage over time compared to other weapons in its class

          Long reload slower, from 5.5 to 5.655 seconds
          New minimum hip-fire accuracy: 3.5
          New maximum hip-fire accuracy: 4.5

      Anchor

        Reduced max recoil angle to make initial burst more accurate and overall recoil pattern more consistent

          Recoil angle variance reduced
          New minimum hip-fire accuracy: 2.25
          New maximum hip-fire accuracy: 3.75

    NC Pistols Changes

      LA8 Rebel

        Adding 2 more rounds per magazine to even out its kill potential versus other pistols

          Magazine size increased from 8 to10
          Ammunition capacity increased from 56 to 60

    NC MAX AI Changes

      Scattercannon

        Very small short reload speed increase to get the damage output to match the other NC MAX weapons

          Short reload from 3.0 to 2.945 seconds

      Mattock

        Increased range before damage starts scaling to match shotgun standard

          Max damage range increased from 10 to 12

    NC Battle Rifle Changes

      Warden

        Improving damage at range and long reload. The damage improvement increases this weapon’s performance at range against targets with nanoweave armor equipped.
        Minimum damage increased from 200 at 65 meters to 225 at 75 meters
        Long reload improved from 3.5 to 3.4 seconds

    TR Assault Rifles Changes

      Cycler TRV

        Small improvement to full-auto recoil

          Reduced max horizontal recoil drift

      T1B Cycler

        Improving non-moving accuracy and recoil so that the weapon is more accurate both when standing still and while moving when compared to the base Cycler.

          Aimed COF from 0.1 to 0.06
          Horizontal recoil from 0.175 to 0.17

      TAR

        This weapon is receiving the standard 0.75x hip-fire and recoil adjustments.

          Short reload increased from 2.96 to 3.0 seconds
          Vertical recoil increased from 0.27 to 0.3
          First shot accuracy increased from 2.75 to 3.0
          Hip-fire accuracy reduced

            Crouch: 1.0 to 1.125
            Crouch walk: 1.5 to 1.75
            Running: 2.0 to 2.25

    TR Carbines Changes

      LC2 Lynx

        This weapon is receiving the standard 0.75x weapon adjustments

          Long reload increased from 3.5 to 3.94 seconds
          Vertical recoil increased from 0.3 to 0.31
          Horizontal recoil increased by one tier, from 0.225/0.25 to 0.25/0.275
          Reduced maximum recoil angle to make initial burst more consistent

      T5 AMC

        Accuracy improved

          Vertical recoil reduced from 0.3 to 0.295

      TRAC-5 Burst

        Improving non-moving accuracy and recoil so that the weapon is more accurate both when standing still and while moving when compared to the base TRAC-5

          Aimed COF from 0.1 to 0.06
          Horizontal recoil from 0.175 to 0.17

      LC3 Jaguar

        This weapon is receiving the standard 0.75x weapon adjustments

          Vertical recoil increased from 0.3 to 0.31
          First shot recoil increased from 2.0 to 2.1
          Minimum horizontal recoil increased from 0.225 to 0.245
          Long reload increased from 3.88 to 3.89 seconds
          Stand move accuracy reduced from 0.3 to 0.35 to match close range carbine standard

    TR LMGs Changes

      CARV

        This weapon is only receiving the global hip-fire reduction

          New minimum hip-fire accuracy: 3.5
          New maximum hip-fire accuracy: 4.5

      CARV-S

        Improving both reload and recoil to better match its rate of fire

          Shortened long reload from 6.11 to 5.585 seconds
          Shortened short reload from 5.11 to 4.64 seconds
          Vertical recoil reduced from 0.45 to 0.42
          First shot recoil increased from 1.6 to 1.75
          Min horizontal reduced from 0.225 to 0.2. Max remains the same at 0.225.
          Reduced maximum horizontal recoil drift
          New minimum hip-fire accuracy: 3.5
          New maximum hip-fire accuracy: 4.5

      MSW-R

        Long reload improved to better match magazine size
          Long reload from 3.65 to 3.305 seconds
          Reduced maximum horizontal recoil drift
          New minimum hip-fire accuracy: 2.25
          New maximum hip-fire accuracy: 3.75

      T16

        This weapon is only receiving the global hip-fire reduction

          New minimum hip-fire accuracy: 3.5
          New maximum hip-fire accuracy: 4.5

      TMG-50

        This weapon is only receiving the global hip-fire reduction

          New minimum hip-fire accuracy: 3.25
          New maximum hip-fire accuracy: 4.25

      T32 Bull

        Long reload improved to better match magazine size.

          Improved long reload from 3.565 to 3.28 seconds
          Minimum hip-fire accuracy remains unchanged at 2.0
          New maximum hip-fire accuracy: 3.25

    TR Pistols Changes

      TX1 Repeater


        This weapon is performing a little too well at range when compared to the other pistols range. It only needs a slight adjustment so more recoil drift is being added in.

          Horizontal recoil increased from 0.1 to 0.175
          Increased maximum recoil drift range

    TR MAX Changes

      M6 Onslaught

        Increasing reload times to better match damage output when compared to pother MAXes
          Long reload from 2.8 to 3.0 seconds
          Short reload from 2.2 to 2.5 seconds

      M2 Mutilator

        Improving short reload to better match damage output when compared to pother MAXes

          Short reload from 2.9 to 2.4 seconds

    TR Battle Rifle Changes

      AMR-66

        Improving damage at range and long reload. The damage improvement increases this weapon’s performance at range against targets with nanoweave armor equipped.

          Minimum damage increased from 200 at 65 meters to 225 at 75 meters
          Long reload improved from 3.5 to 3.4 seconds

    VS Assault Rifle Changes

      H-V45

        This weapon is receiving the standard 0.75x weapon adjustments

          Vertical recoil increased from 0.2 to 0.245
          Hip fire accuracy reduced
          Crouch: 1.0 to 1.125
          Crouch walk: 1.5 to 1.75
          Running: 2.0 to 2.25

      CME

        Reduced maximum recoil angle. Makes initial burst more accurate and predictable, and overall recoil more consistent.

      Equinox VE2 Burst

        Standard burst weapon accuracy improvements

          Aimed accuracy improved from 0.1 to 0.06
          Horizontal recoil reduced from 0.175 to 0.17
          Reduced maximum recoil angle to make burst angle more consistent

    VS Carbine Changes

      Pulsar C

        Improving short reload to better match rate of fire

          Short reload from 1.82 to 1.67 seconds

      Solstice Burst

        Standard burst weapon accuracy improvements

          Aimed accuracy improved from 0.1 to 0.06
          Horizontal recoil reduced from 0.175 to 0.17
          Reduced maximum recoil angle to make burst angle more consistent

      Serpent

        Recoil is being increased. This weapon previously had too little recoil for its rate of fire.

          First shot recoil increased from 2.5 to 2.75
          Maximum horizontal recoil increased from 0.25 to 0.275. Minimum horizontal recoil remains the same at 0.25.

    VS LMG Changes

      All VS LMGs

        All VS LMGs now match the LMG standard of having a 0.2 crouch move COF and a 0.4 stand-move LMG COF. The VS carbines and assault rifles retain their high moving accuracy because it offsets them having lower magazine sizes and a lower than average rate of fire, which are traits that the VS LMGs don’t share.

      Orion

        This weapon is receiving the standard 0.75x weapon adjustments

          Long reload improved from 4.0 to 3.655 seconds
          Short reload increased from 3.045 to 3.28 seconds
          First shot recoil increased from 2.15 to 2.25
          New minimum hip-fire accuracy: 2.25
          New maximum hip-fire accuracy: 3.5

      VX29 Polaris

        Small improvements to reload speeds and full auto-accuracy

          Long reload from 5.1 to 4.925 seconds
          Short reload from 4.0 to 3.925 seconds
          Reduced maximum horizontal recoil drift
          New minimum hip-fire accuracy: 2.25
          New maximum hip-fire accuracy: 3.75

      Pulsar LSW

        Increasing vertical recoil so that it better matches the weapon’s rate of fire. This weapon previously had a recoil value that was the standard for most 650 RPM LMGs.

          Vertical recoil increased from 0.3 to 0.335
          First shot recoil reduced from 2.75 to 2.45
          Short reload improved from 3.2 to 3.09 seconds
          Reduced maximum horizontal recoil drift
          New minimum hip-fire accuracy: 3.25
          New maximum hip-fire accuracy: 4.25

      SVA-88

        Lengthening reloads to match 0.75x move speed weapon standard. This weapon is not receiving the 0.75x moving accuracy penalty because of its lower rate of fire.

          Long reload increased from 4.18 to 4.7 seconds
          Short reload increased from 3.065 to 3.38 seconds
          Vertical recoil reduced from 0.45 to 0.44
          First shot recoil increased from 1.5 to 1.75
          Max horizontal recoil increased from 0.2 to 0.225
          New minimum hip-fire accuracy: 3.0
          New maximum hip-fire accuracy: 4.0

      Flare

        This vertical recoil reduction gives the weapon the same full-auto recoil as the other weapon in its rate of fire class, just in a slightly different pattern.

          Vertical recoil reduced from 0.45 to 0.44
          New minimum hip-fire accuracy: 3.25
          New maximum hip-fire accuracy: 4.25
          Tweaked the code that unlocks the secrets of Vanu. It is now 593-754-8133.

      Ursa

        Small reduction to reload speeds to match the damage output of other weapons in its class. Small increase to accuracy so to better offset its lower rate of fire.

          Short reload from 3.6 to 3.72 seconds
          Long reload from 4.5 to 4.7 seconds
          Vertical recoil reduced from 0.4 to 0.395

    VS SMG Changes

      Eridani SX5

        The below damage change is as overall improvement to the Eridani’s damage curve.

          Min damage range increased from 6 to 10
          Max damage range reduced from 42 to 40

    VS Pistol Changes

      Cerberus

        Improving accuracy and magazine size. This weapon’s limiter at range is now lower damage instead of lower than average accuracy

          Magazine size increased from 8 to 10
          Ammunition capacity increased from 56 to 60
          All aimed accuracy states improved from 0.6 to 0.3
          Hip accuracy improved

            Stand: 1.5 to 1.0
            Stand move: 2.0 to 1.5

          Min damage reduced from 125 to 112

    VS MAX Changes

      Blueshift

        Reducing reload speeds to match damage output of the other MAXes

          Long reload from 2.7 to 2.8 seconds
          Short reload from 2.0 to 2.3 seconds

      Nebula

        Reducing short reload speed to match damage output of the other MAXes

          Short reload from 2.15 to 2.3 seconds

      Cosmos

        Improving the damage output over time

          Long reload from 3.2 to 3.1 seconds
          Short reload from 2.4 to 2.1 seconds

    VS Battle Rifle Changes

      Eidolon

        Improving damage at range and long reload. The damage improvement increases this weapon’s performance at range against targets with nanoweave armor equipped.

          Improving damage at range and long reload
          Minimum damage increased from 200 at 65 meters to 225 at 75 meters
          Long reload improved from 3.5 to 3.4 seconds

    NS Weapon Changes

      NS-11a and NS-11c

        Improved angle so initial burst is more accurate (no shots land on right side) and overall recoil is more controllable.

      NS-15m

        Same burst improvement as above NS-11 weapons. This weapon is also receiving a small increase to horizontal recoil drift because it was incorrectly set too low before. It now matches the other NS full-auto weapons.

          Reduced maximum recoil angle
          Very small increase to horizzontal recoil drift
          Minimum hip-fire accuracy remains unchanged at 2.0
          New maximum hip-fire accuracy: 3.25

    All Bolt-Action Sniper Rifle Changes

      All sniper rifles have been adjusted to have better defined 1-shot headshot kill ranges. Reload speeds, damage, and other stats have been adjusted to match.

      NC14 Bolt Driver, TR M77-B, and VS XM98

        Max damage reduced from 750 to 650
        Min damage changed from 550 at 750 meters to 400 at 350 meters
        Long reload improved from 5.0 to 4.6 seconds
        Short reload improved from 3.5 to 3.0 seconds
        1-shot headshot until 250 meters

      NC SAS-R, TR TSAR-42, and VS Ghost

        Long reload improved from 4.5 to 4.0 seconds
        Short reload improved from 3.15 to 2.8 seconds
        Max damage reduced from 750 to 700
        Min damage changed from 550 at 750 meters to 400 at 265 meters
        1-shot headshot until 200 meters
        Removed sway when using low powered optics

      NC LA80, TR SR-7, and VS V10

        Long reload improved from 5.0 to 4.7 seconds
        Short reload improved from 3.75 to 3.1 seconds
        Max damage reduced from 750 to 650
        Min damage changed from 550 at 75 meters to 400 at 350 meters
        Bolt time increased from 1.3 to 1.395 seconds
        1-shot headshot until 250 meters

      NC EM4 Longshot, TR RAMS .50M, and VS Parallax

        Long reload improved from 6.0 to 5.575 seconds
        Short reload improved 5.0 to 4.72 seconds
        Max damage changed from 800 to 700
        Min damage changed to from 550 at 100 meters to 400 at 400 meters 1-shot headshot until 300 meters

    All Semi-Auto Sniper Rifle Changes

      NC Gauss SPR, TR 99SV, and VS VA39 Spectre

        Long reload improved from 3.6 to 3.3 seconds
        Short reload improved from 2.6 to 2.22 seconds
        Improved recoil angle so it will more consistently pull to the right

      NC Impetus, TR KSR-35, VS Phantom

        Long reload improved from 3.6 to 3.3 seconds
        Short reload improved from 2.6 to 2.22 seconds
        Removed sway weapon using low powered optics

      NC Shadow, TR HSR-1, VS Nyx

        Long reload improved from 2.9 to 2.76
        Short reload improved from 2.0 to 1.95
        Min damage range increased from 65 to 75 meters

    All Scout Rifle Changes

      NC Stalker, TR SOAS-20, VS Artemis

        Long reload improved from 2.9 to 2.45
        Short reload improved from 2.0 to 1.865
        Improved hip accuracy by 0.5 in all states
        Min damage range reduced from 65 to 60 meters to match the other weapon of the same damage model

    Rocket Launcher Changes

      Damage Reduction

        All launchers have been reduced in damage so that they better interact with flak armor. The resists on the vehicle side have been modified to match, so all launchers will still be doing the same damage against vehicles as before, with the exception of the Annihilator which got a damage increase.
        The Annihilator is getting a damage increase because it already had two downsides, it lacks lock-free fire and it has a longer lock time. We’re removing the third downside.

          Default launcher damage = 1135
          Decimator and Engineer anti-vehicle turret damage = 1335
          All lock-ons, except the TR Striker, damage = 1000
          TR Striker damage = 335

      Lock-on changes

        All lock-on ranges have been reduced to better match the effective attack ranges of infantry versus vehicles

          Ground lock-on range reduced from 400 to 300 meters
          Air lock-on range reduced from 500 to 450 meters

        Close range lock-on times are now faster to better fit the risk/reward gameplay between infantry and vehicles.

          All launchers will use their fast lock time if the target is within 100 meters
          The lock time will then scale linearly to the far lock time at 300 meters
          The far lock time is always used if the target is farther than 300 meters away

          Dedicated anti-tank launchers

            Fast lock time: 1.5 seconds
            Far lock time: 2.0 seconds

          Dedicated anti-air launchers:

            Fast lock time: 1.0 seconds
            Far lock time: 2.2 seconds

          Annihilator

            Fast lock time: 1.5 seconds
            Far lock time: 2.5 seconds

          Striker

            Fast lock time: 2.0 seconds
            Far lock time: 2.25 seconds

      Rocket velocity changes

        Rocket acceleration has increased to make hitting moving targets easier. Rocket speeds and gravity have been adjusted to match.

          Default Launcher

            Launch Speed: 35 m/s
            Acceleration: 40 m/s
            Max speed: 85 m/s
            Gravity: 2

          Decimator

            Launch Speed: 30 m/s
            Acceleration: 40 m/s
            Max speed: 60 m/s
            Gravity: 2.5

          Dedicated anti-air and anti-vehicle launchers

            Fired rockets will no longer accelerate if fired without a lock

      Other miscellaneous changes

        Max aimed accuracy now matches the majority of other weapons in the game at 3.0, increased from 2.0. This has no impact on most movement states. The exception is firing while jumping, which will be less accurate now.
        Reduced hip accuracy of all rocket launchers that can fire without a lock. They now all match the below. The previous hip accuracy was too high for weapons with this much damage output

          Crouch: 2.5
          Crouch move: 3.0
          Stand: 3.0
          Stand move: 3.5
          This is an increase of 0.5 to the decimator and 1.0 to all other launchers

        Added an upward kick angle to all launchers when firing while aimed. This gives all launcher projectiles a more natural arc that can be learned
        Fixed a bug that was causing launchers to reach their aimed accuracy before the iron sight duration had finished
        The Striker and Annihilator no longer have predictive tracking. Their projectiles now fly like the other lock-on types (they shouldn’t hit vehicles behind cover now)

    NC Phoenix Launcher Changes

      Reload speed is now faster at 4.7 seconds, down from 5.2 seconds.

    Mana Anti-Vehicle Turret Changes

      Projectile lifespan was reduced from 15 to 10 seconds. This drops its max range to match the AV turret’s render distance.
      Blast damage reduced against infantry to match its intended role as an anti-vehicle weapon

        Max damage reduced from 1000 at 0.5 meters to 500 at 0.35 meters.

      Gravity value of 2 added. This only applies if the rocket is no longer controlled.

    Underbarrel Grenade launcher Changes

      Damage and accuracy values have been adjusted. The previous values were too strong for a weapon that has no resource cost limiter. The biggest change here is that an indirect hit will no longer kill a full health target, only direct hits will.

        Blast damage reduced from 1275 max damage at 0.1 meters to 700 max damage at 0.35 meters
        Transition time in and out of the launchers increased from 0.550to 0.800 seconds
        Added a hip cone of fire

          Crouch: 2
          Crouch move: 2.5
          Stand: 2.5
          Stand move: 3.0
          Sprint/jump: 7.0
          Also added to smoke launchers

        Added a penalty to accuracy when aimed and moving. This matches the current values of the rocket launchers

          Crouch walking: 1.0
          Stand walking: 1.0
          Sprint/jump: 3.0

        Projectile speed dropped from 50 to 45 m/s
        Gravity increased from 3 to 7

          Note: This is a larger change then it sounds like. We fixed a bug that was causing the previous gravity value to not apply correctly.

        Ammo pack pickup delay increased from 4 to 5 seconds

    MAX Anti-Vehicle weapon Changes

      All MAX AV weapons except the VS Vortex have had their damage infantry reduced.
      All MAX AV weapons now originate their projectile at the eye, making them all more accurate.
      Direct damage against vehicles and other MAXes is the same as previous values, unless specifically called out below

      NC NCM2 Falcon

        Direct damage reduced from 875 to 585
        Max blast damage increased from 80 to 90
        Increased projectile acceleration, from 30 to 40 m/s
        Reload speed is now faster, from 2.1 to 1.9 seconds

      NC NCM3 Raven

        Direct damage reduced from 490 to 335
        Max blast damage increased from 50 to 115
        These got a small damage increase against tank armor. Rockets needed to destroy a full health target remains the same
        Added gravity value of 1. Only applies if the controlling max dies

      TR M3 Pounder

        Direct damage reduced from 425 to 285
        Max blast damage increased from 100 to 190
        Gravity dropped from 10 to 7.5
        Counted the number of hairs on Higby's head. The total was 599,687,0498.

      TR MR1 Fracture

        Direct damage reduced from 315 to 210
        Max blast damage increased from 25 to 30
        Short reload is now longer at 2.2 seconds, from 1.75 seconds
        The flat projectile velocity of 200 m/s has changed to the below

          Launch Speed: 70 m/s
          Acceleration: 50 m/s
          Max speed: 180 m/s

      VS Comet VM2

        Direct damage reduced from 475 to 315
        Max blast damage increased from 80 to 85
        Short reload is now longer at 1.6 seconds, from 1.5 seconds
        Rate of fire reduced to 110 rpm, from 120 rpm

          This evens out the damage output with the other max AV weapons

        Accuracy reduced from 0.1 to 0.2

      VS Vortex VM21

        The short reload is now longer at 1.8 seconds, from 1.5 seconds. This offsets the increased damage against infantry.
        Base direct damage increased from 105 to 167
        The damage curve is now more consistent across all charge levels. Large changes below

          Charge level 1

            Fixed a bug that caused charge level 1 to be weaker against Prowlers (and Magriders). Damage is now consistent across all tanks.

          Charge level 2

            Increased damage against all main battle tanks, infantry, and other MAXes
            Small reduction to damage against Sunderers, Lightnings, and all aircraft

          Charge level 3

            Increased damage against Harassers, Liberators, and other MAXes
            Reduced damage against Galaxies. Very small reduction in damage to ESFs (the hits to destroy remains the same as previous live values)
            Reduced damage against Vanguards to better match the damage against the other tanks

Other Changes

    Added bullet drop to VS Shotgun slug ammo because the gravity-free projectiles have been outperforming the other two factions by a large margin

    Infantry hitboxes have had small adjustments.

      The head hitbox has been adjusted to fix a bug that was causing upper chest shots to count as head shots in certain movement states. Actual headshots should be unchanged. *Unearned* headshots will no longer happen.
      Hitboxes now better match the player’s actual geometry. Leg hitboxes have received the biggest change. The rest of the player’s body is less noticeable.

    Audio adjustments to give better situational awareness

      Muzzle audio range and direction should be easier to locate now
      Projectile flybys will now give a better sense of travel direction
      We reduced the length of projectile impact audio on infantry. It will be easier to tell if multiple bullets are hitting now, instead of multiple bullets blending together to sound like one impact.

    Nanoweave Armor

      Nanoweave no longer increases the player’s health pool. It now adds a resistance against infantry small arms and rapid fire vehicle weapons only

        This change means that Nanoweave will no longer add survivability against damage types that it wasn’t intended to counter, like blast damage
        The strength of Nanoweave against the valid damage types remains the same as before
        Headshots will now always bypass the Nanoweave resist and do full damage
        Nanoweave no longer stacks with the Heavy Assault’s Resist Shield ability. This was not intentional and it was granting the Heavy Assault too much survivability when compared to all other classes
        All Nanoweave certs have been refunded

    Flak Armor

      Flak armor now resists direct damage from explosive weapons in addition to resisting AOE damage

    VS MAX Zealot Overdrive Engine

      This ability has proven to be an all-around upgrade compared to the baseline MAX. It is receiving an overhaul to make it more of a situational ability compared to before. In addition, both the speed and damage increases are being reduced so that the ability better fits into the MAX vs. infantry balance.

        The MAX’s movement speed increases by the below amounts when AOE is active

          Forward walk speed increases by 50%
          Strafe and back walk speeds increase by 43%
          Sprint does not get a speed increase, though the MAX will reach top speed faster

        The weapon damage increase is now the same across all cert levels

          Only close range damage is increased
          Far range damage and blast damage are no longer increased

        The ability lasts for 15 seconds and it cannot be turned off after activation. This does not change when ranking the ability up
        A reuse timer has been added. Each cert rank will reduce this timer
        Each cert rank now reduces the damage taken

          Rank 3 is equivalent to the previous amount of damage taken
          Ranks 1 and 2 will take slightly more damage
          Ranks 4 and 5 will take less damage compared to the previous amount of damage taken

        All Zealot Overdrive Engine certs have been refunded

Miscellaneous

    Tank mines and anti-personal mines are no longer highlighted by thermal or night vision
    MAX footsteps are now louder
    The below explosives have had their blast damage reduced to match the Nanoweave change

      NC Bouncer: Max damage reduced from 1225 to 1000
      VS Proximity Mine: Max damage reduced from 1225 to 1000
      C-4: Max blast damage range reduced from 2.5 to 2.0 meters

    The VS turret shield now has two-way collision (same as the other two factions)
    MAXes now take longer to revive. This gives the other side a longer window for denying that revive

      Uncerted heal tool = 6.0 second revive time
      Max rank heal tool = 4.2 seconds to revive

    Laser Sight attachments will no longer reduce hip accuracy when jumping or sprinting
 
Posté par Luperza


Mercredi 11 décembre 2013
 
Driver's Ed - Tips for Maneuvering Vehicles of Auraxis.

By Erin Oakley

Ground vehicles are a key component of victory in PlanetSide 2. From the speedy Harasser to the formidable two-person battle tanks, there’s something for every play style and situation. But are you practicing proper vehicle etiquette? Brush up with these handy tips and avoid Auraxian road rage:

Do: Wait your turn to resupply at the Ammo Silo.
Don’t: Try to make the line go faster by tank-mining the guy in front of you.

Do: Park your damaged Harasser by a friendly Engineer; they might repair it for you!
Don’t: Park your damaged Harasser on a friendly Engineer. (Enemy Engineers are totally fair game though.)

Do: Try equipping one of the new vehicle horns to let people know you’re coming through.
Don’t: Think that yelling “BEEP BEEP” in proximity chat is going to cut it.

Do: Experiment with crazy stunts on your Flash. How much air can you get?
Don’t: See how many times you can roll your Sunderer down a hill… with your whole squad inside.

Do: Make sure all the MAXes in your squad have a ride. They can’t pull their own vehicles, and those suits aren’t meant for long-distance running.
Don’t: Pull the old “let them almost get close enough to get in before flooring it and driving off” trick. Giant robots have feelings, too!

Do: Let the driver in a two-person vehicle know if you’re out of ammo.
Don’t: Wait to tell the driver until you’re face-to-face with an enemy tank.

And finally, do: check out the in-game depot for vehicle camos, hood ornaments, horns, lumifiber trim, and everything you need to roll out in style. For all the latest intel from Auraxis, be sure to follow PlanetSide2 on Facebook and Twitter.

 
Posté par Luperza


Mardi 3 décembre 2013
 
Server Downtime for Hotfix December 4, 2013 6AM PT (1PM CET)

Patch Notes

    Addressing an issue where MAXes or vehicles couldn’t be spawned by players in a certain state

    Edit

      Known Issues

        Players will now notice that the Nanoweave Armor certification stats that it adds 20% resistance to small arms projectiles. This is just a string error. The suit still works the way it did prior to the update.
 
Posté par Luperza


Jeudi 21 novembre 2013
 
Server Downtime for Hotfix November 22, 2013 6AM PDT (3PM CEST)

All PlanetSide 2 servers will come down at 6:00 AM PT for a brief update. Downtime is anticipated to be approximately 90 minutes. Players may note the following changes:

    A Client crash fix has been made.
    The display distance for ESFs which was causing them to disappear a little earlier than normal has been resolved.
 
 


Jeudi 21 novembre 2013
 
"One" - A PlanetSide2 Player Community Spotlight

By Erin Oakley

One soldier, one shot, or one epic battle can change the course of the war for Auraxis. In honor of PlanetSide2’s one year anniversary on November 20, we asked the troops to send in their best “One” themed moments. 

Sharpe of BRTD on Miller proves that one Harasser (plus a few tank mines) can be deadly.



NotBob of The Bohage on Briggs shared a tale of valor, inspiring his troops with one truly epic speech:

“Enemies of the Terran republic, hear me! You have come here to die; our ancient and time tested combat doctrines grant us invincibility. You cannot win. Our soldiers shall strike you down. Our war machines will crush you under their treads. Our mighty guns will bring the very sky crashing down upon you! So, continue your advance, for it matters not! We are the Terran Republic, and today we shall stand victorious! We shall lift high the black banners of vengeance, for it is not yet our time to die!” 

Turning to the men at his back, who were already beginning to engage their foe. “Storm their ranks. Spare none of the heretics! Follow me into the pages of history! This day will be remembered for eternity! LOYALTY BEYOND DEATH!” 

Vonic of DasAnfall on Mattherson gives new meaning to the phrase “one man army.”



Daniel696 shows that one Prowler is good… but a whole zerg of Prowlers is better.

And to end with a bang, Boildown and the soldiers of Digirev on Waterson decided to see what happens when you combine one Galaxy with a line of tank-mined Sunderers.



If you’d like to be featured in our upcoming PlanetSide 2 Player Spotlights, check out the forums for more details. 

For all the latest intel from PlanetSide2, follow us on Facebook and Twitter. Enlist today and play for free at www.planetside2.com!

 
 


Mercredi 20 novembre 2013
 
Server Downtime for Hotfix November 21, 2013 6AM PDT (3PM CEST)

    Downtime Start : 6 am
    Downtime ETA : 90 minutes

External

    Client crash fixes
    Client rendering hang fix
    Adjustments to shadow quality – added ultra setting
    Platoon waypoints should not be reset after switching classes
    Addressed an issue where friendly warpgates could be collidable
    Fixed a step in the VS tutorial where tanks wouldn't spawn consistently
    Camos in Anniversary Bundle are now account wide (retroactively fixes issue also)
 
Posté par Luperza


Mardi 19 novembre 2013
 
Happy Birthday, Auraxians!

By Margaret "Luperza" Krohn

Cake, double experience and giveaways, oh my! It's PlanetSide 2's birthday and every Auraxian needs a gift, right? From Tuesday, November 19th at 4:00 PM PST until Sunday, November 24th, 2013 at 11:59 PM PST, every Auraxian will have double experience and be able to purchase an exclusive One-Year Anniversary Bundle!

This bundle includes an exclusive Heroic Boost that grants 50% experience for six months, Headshot vehicle and armor decal, One-Year Anniversary armor, weapon and vehicle camo and an Anniversary Edition Phoenix, Striker and Lancer! ...But that's not all! We're also adding the RAMS .50M, EM4 Longshot, Parallax VX3, Serpent VE92, LC3 Jaguar, Razor GD-23, Corvus VA55, TAR and Carnage BR. Valued at $143 USD, players can purchase this fantastic bundle for $39.99.

We'll also be giving away a PlayStation 4, 3 NVIDIA Titans and a ton of PlanetSide 2 goodies throughout our livestream from 10:00 AM to 6:00 PM PST on Wednesday, November 20th, 2013 on our Twitch.TV channel.

We'd also like to announce that on Wednesday, November 20th, 2013, PlanetSide 2 Trading Cards will be available on Steam, so collect them all! Here's a sneak peek at a few cards that you may find:

We hope that you all enjoy the festivities and giveaways! Thank you to all of the PlanetSide 2 players for giving us a wonderful year!

 
 


Mardi 19 novembre 2013
 
Help Us Deck the Halls! The Player Studio Holiday Deadline is November 30.

By Erin Oakley

All gamers know it’s not a holiday until you see your favorite MMO decked out for the season! This year, Sony Online Entertainment invites you to get in the spirit by creating holiday-themed items for your favorite games

Since the unveiling of the Player Studio program, your fellow players have shown off their creativity and talent by creating in-game items for EverQuest, EverQuest II, PlanetSide 2, and Free Realms. In addition to epic bragging rights, creators get a split of the profits for sales of their item, which is pretty much the definition of "win/win."

For more information on the program and game-specific submission guidelines, check out the Player Studio homepage. If you’re interested in making some holiday magic (and money!), send in your themed items by November 30, 2013.

 
 


Mardi 19 novembre 2013
 
Server Downtime for Hotfix November 19, 2013 6AM PDT (3PM CEST)

All servers will come down for maintenance at 6:00 AM PDT (3:00 PM CEST) for a hotfix.

    Downtime Start : 6 am
    Downtime ETA : 90 minutes

Gameplay

    Increased the drop speed of drop pods

Depot

    The spare tire that was originally part of the Bull Grill will soon be available for purchase as a separate item for the 'Other' slot and can be equipped at the same time with grills. Players who previously purchased the bull grill will be auto granted this item.
    The rear hatch that was originally part of the Boar Grill will soon be available for purchase as a separate item for the 'Other' slot and can be equipped at the same time with grills. Players who previously purchased the boar grill will be auto granted this item.

Bug Fixes

    Fixed a bug where trial items were occasionally not properly removed from inventory after trial expiration.
    The mineguard for the VS Flash will now be the proper colors.
    You can now use the AV mana turret in VR Training.
    Cleaned up the font for nameplates to appear less cluttered.
    Added more camo coverage to the Galaxy
    Camos will apply to cosmetic vehicle attachments, such as fins
    Some weapon camos were not being applied correctly to weapons. This has been fixed.
    Fixed an issue where hood ornaments wouldn't display if you had a bumper equipped.
    Fixed an issue where typing in the chat window could sometimes cause a hotkey function to fire.
    Fixed a floating turret at Quartz Ridge and some missing stairs at Zurvan.
 
Posté par d_carey


Vendredi 15 novembre 2013
 
Happy Birthday PlanetSide 2

By Margaret "Luperza" Krohn

It’s hard to believe that one year has already passed us by! Whether you’re riding around in your Harasser, flying the skies with your new Black Flame Camo or using one of the many new Nanite Systems and empire specific weapons, you’ve experienced the changes throughout the year.

While we love looking back on what we’ve accomplished in just this short twelve month period, we want to take on the future head first! If you haven’t had a chance to check out our first Operation: Make Faster Game Performance Update, you should! It’s filled with goodies, but don’t just take our word for it. Look at some of these great quotes from our players:

…And we aren’t stopping there. You can expect more performance updates, content and cosmetics in the future!

To celebrate our anniversary, we have a full day planned to spend with our community and media networks. On Wednesday, November 20th, 2013, we’ll be streaming from 10:00 AM to 6:00 PM PST on our Twitch.TV channel. You’ll be able to ask the developers questions, play PlanetSide 2 with them and have a chance to win some great virtual and real-life prizes like…A bundle of PlanetSide 2 swag, NVidia graphics card and a grand prize PlayStation 4! So don’t forget to tune in!!

Also, as a HUGE thank you to all of our players, from Wednesday, November 20th, 2013 at 12:00 AM to Sunday, November 24th, 2013 at 11:59 PM PST, there will be double experience in PlanetSide 2. Prepare yourself for mass battle and lots of Certification Points, soldiers!

P.S: If you tune into the livestream, there will be cake and it will not be a lie. ;)

 
 


Mercredi 13 novembre 2013
 
Wikia Wednesday - How to Report Inappropriate Behavior

By Jennifer "Yaviey" Bridges

We've recently been over a number of important topics related to Wikia such as communicating, creating a page, and more. But one of the most important topics is how to protect yourself and your work on Wikia, by getting help dealing with harassment, spam, copyright infringement, etc. Of course we hope that you never come across anything of the sort, but it’s important to know the best steps to take so that we can make everyone’s Wikia experience enjoyable.

Harassment

Harassment is a serious issue and one that is not taken lightly here at SOE. Harassment can come in the form of taunting, abusive words, offensive images, threats, etc. If another user is doing this to you or anyone else, please report the behavior via e-mail to jbridges@soe.sony.com and give as many details as possible about the situation. You can also attempt to resolve the situation with the individual via their Talk Page.

Spam

A post or article is considered spam if it contains nonsensical comments or links to paid promotions, viruses, etc. Remember that anything posted on a Wikia should be topical and relevant. If you see something that doesn’t look right, please let an administrator know right away via their Talk Pages. And whatever you do, DON’T click on suspicious links. If you’d like, you can also report spam to Wikia's volunteer moderators.

Vandalism

Vandalism is the act of defacing content and purposefully posting incorrect information. We strive to only post accurate information on our official SOE Wikias, and vandalism goes against our mission to help our communities. If you see vandalism on a page, please contact an administrator immediately. You can also report vandalism to Wikia’s group of volunteer moderators.

Copyright Infringement

If you see an article or any content on a Wikia that you think could be the work of some else, please notify an administrator. Copyright infringement is not tolerated on any official SOE Wikia and goes against our and Wikia's community guidelines. You can also e-mail Wikia via copyright@wikia.com to report copyright infringement. If you contact Wikia, be sure to include "Claim of copyright infringement" in the subject line of the e-mail.

Need Some Help?

If you have any questions related to the Official SOE Wikias, please feel free to e-mail the SOE Wiki Project Manager, Jennifer Bridges at jbridges@soe.sony.com.

The Wikias

Dragon's Prophet | EverQuest | EverQuest II | EverQuest Next | EverQuest Next: Landmark | EverQuest Portal | Free Realms | Planetside 2 | PoxNora | Vanguard | Wizardry Online

 
 


Mardi 12 novembre 2013
 
Performance Update 1 is LIVE!

By Margaret "Luperza" Krohn

After pulling a final all-nighter, the PlanetSide 2 development team is content with their first Performance Update Patch which went live Tuesday, November 12th, 2013 at about 9:00 AM PST. The Performance Update Patch Notes showcase all the changes that were made including a plethora of performance and non-performance subjects - from memory optimization to bug fixes.

Players have been excited to see this update go live and the 10,000 players who helped test out these changes on the PTS (Public Test Server) have been granted a three day 50% experience boost!

Technical Director, Ryan Elam, stated, “We focused our efforts on the machines that more than 80% of our player base had, which is quad-core or above, AMD and Intel, 4G or more RAM, Windows 64-bit, AMD and NVIDIA GPUs. We focused almost entirely on CPU optimizations, because it's a great deal easier to lower GPU settings when you want higher FPS.”

Over the next few weeks, we will likely release a hotfix build or two. We will also be giving you more information about our long-term plans and where our efforts will be focused going forwards.”

For all the behind the scenes developer footage, detailing what it takes to make PlanetSide 2 faster check out the Operation: Make Faster Game series! Ready your frames and watch as Ryan Elam and Ryan Wells scramble to make the final touches and tweaks to the PlanetSide 2 OMFG performance update number one!

Don’t forget to hop into game and let us know what you think about the update!

 
 


Mardi 12 novembre 2013
 
PTS Boost Rewards Granted!

As a reward for anyone who helped us test out our Operation: Make Faster Game - Performance Update 1, we are granting a 3 day 50% experience boost to all players who logged into the Public Test Server from October 23, 2013 at 12:00 AM PST to November 12, 2013 at 6:00 AM PST.

Note that you will only be able to claim this on ONE of your characters, so choose wisely soldiers!

Over 10,000 players were granted the reward! Thank you again for helping us and be sure to continue joining us on our Night Playtests over on the PTS.

After claiming your boost, you'll find it in this area! =D

[IMG]

 
Posté par Luperza


Mardi 12 novembre 2013
 
OMFG! OMFG1 is out !

The guys pulled an all-nighter last night getting this update from Test to Live. This is the biggest update we've done since Launch, and we couldn't be more excited to have you in it.

There is a list of patch notes large enough to, if printed, decimate a small forest. But the main focus for this update is performance.

We focused our efforts on the machines that more than 80% of our player base had, which is quad-core or above, AMD and Intel, 4G or more RAM, Windows 64-bit, AMD and nVidia GPUs.

We focused almost entirely on CPU optimizations, because it's a great deal easier to lower GPU settings when you want higher FPS.

We also focused on optimizations that would yield maximum benefit in worst cases, such as 100+ man skirmishes. We had many 250+ man battles on Test where players were adamant that there were no performance issues!

Since getting OMFG1 to PTS we have gathered data from some MASSIVE fights and found that those around 100-man battles gained well over 30% frame rate over Live. Less than 2% had their frame rate go down from Live to Test, and a majority of THOSE were due to people actually raising their graphics settings on Test!

We also took our time with this update. We focused on the reports that players were giving us every day, and worked feverishly to get as many of those issues taken care of as possible. Crashes are down, hitches are down, loading times are down, player experience is up!
Now, I want to make sure I mention that even though OMFG Phase 1 is out, we are NOT done polishing up the game. As we continue to gather data from Live, we will be moving some people back onto gameplay fixes and tuning, while others will remain on performance as long as a majority of players still need it.

Over the next few weeks, we will likely release a hotfix build or two. We will also be giving you more information about our long-term plans and where our efforts will be focused going forwards.

OMFG2 will come to Test soon, so stay tuned for announcements on that front as well!

Lastly, thank you to the tens of thousands who jumped onto the Public Test Server to help us make this. The help is appreciated.

Ryan "codeForge" Elam, Technical Director, Planetside 2

 
Posté par codeForge


Mardi 12 novembre 2013
 
Performance Update 01 Patch Notes - 11/12

Performance

    General

      Refactored game rendering to better utilize multiple CPU cores. The same has been done for UI rendering.
      Optimized the CPU cost of some purely aesthetic physics objects
      Added adaptive complexity levels for physics simulations based on current client performance
      Disabled redundant physics processing between remotely-simulated vehicles
      Improved simulations between complex compound shapes, primarily vehicles
      Sound emitter optimization
      Numerous optimizations have been done to remote character processing to reduce the cost of per-player processing.
      We found that players getting in and out of vehicles was causing some performance issues. This has been addressed and is working as expected, now.
      Audio asset clean-up
      Added a frame rate smoothing option. (This is on by default and trust us, you probably want this. It will make your frame rate smoother and reduce spikes. Your FPS counter will show as lower overall, but that’s not a bad thing.)
      Adjusted the default graphics settings. (If you push Reset to Default, it will set the graphics settings appropriate for your system.)

    FX

      Vehicle debris pieces updated
      All bullet impacts optimized

    Animation

      Implemented new scatterblend node to provide more fluid third person movement and a performance improvement
      Reorganized the networks to eliminate redundancies and reduce the overall network size
      Created level of detail version of the third person network. This allows code to switch to less expensive version of the network based on how far away the player is from the camera. This provided our largest performance improvement at approximately a 50% improvement for network processor time.
      Consolidated the number of active nodes and pass downs in the network. This simplified the network and insured that costly additive nodes were only active when they were necessary.
      Removed state machines that could be replaced with blend trees. Blend trees are more efficient than state machines.

    Art

      Optimization pass on First Person arms
      Improved usage of textures on various vehicles
      Optimization pass on Ace Tool and Ammo Pack

    Memory

      Fixed several client crashes (We’re not done with these and should have more coming soon.)
      Fixed a few client memory leaks (Not done here either. Still investigating some memory optimizations to help with crashes related to memory.)

    UI

      Overhead indicator system overhauled for performance
      The HUD, Centralized HUD, as well as the health and shield bars have been redesigned with a new look to increase performance
      Fixed Scaleform garbage collection spikes
      Optimizing UI advance processing
      Faster communication between AS3 and C++/LUA
      Faster subsequent map load times
      Faster retrieval of localized strings
      Platoon UI optimizations and polish
      Player kill notification revamp
      Kill spam notification revamp
      Fixed various existing and potential memory leaks

    UI HUD Updates

      Minimap optimizations: more logic in C++ e.g. alpha updates such as fading and blinking instead of AS3 tweening, throttling via time slicing, recon indicator updates, recon motion dart detects enemies properly on the minimap, fixed AMS exclusion radius not appearing properly, increased default zoom level
      Compass optimizations: controlled directly from C++
      Weapon info optimizations ( bullet count, reload warning, blinking etc )
      Vitals optimizations and revamp ( health, shield, etc )
      Facility info / squad list will show when minimap is expanded if screen height >= 1080
      Fixed issue with sunderers not showing ‘gives ammo’ or ‘gives repair’ icon within 100m
      Now show the HUD facility indicator when you are inside a region but outside of the facility radius
      Fixed issues with HUD indicators blinking in when they first initialize

    Optimized Indar

      Reduced ecosystem masks
      Reduced polycount on most environment objects
      Reduced occlusion calculations from most environment objects
      Reduced texture usage on some environment objects
      Removed redundant objects, replaced with visually similar ones
      Adjusted LOD distances

Non Performance

    Highlights

      No more double loading screens
      Changed recommended server calculation to improve faction balance
      AI turret should no longer shoot itself
      AV turrets and their projectiles should no longer disappear in large fights
      Numerous client focus and cursor fixes such as preventing windows from appearing above the client in full screen windowed mode and the Windows cursor appearing on loading
      We’ve disabled GPU particles until further notice. (Due to some our optimizations, GPU particles don’t work quite right and we need to spend some time to fix them up.)

    General

      All spawn timers are now the same at 15 seconds. Previously the spawn timers would scale based on location or type from 14-18 seconds, with the majority of spawns being at 18 seconds.
      Squad deploy will no longer drop pod players into the center of a bases. It will instead spawn the player at the closest hard spawn point to the squad leader, which includes facility spawn points, deployed Sunderers, and squad spawn beacons
      The Infiltrator’s recon dart will now send found enemies to the minimap of all allies in a 150m radius. Previously this tool had a range limit of 50 meters
      Increased the drop speed of drop pods. They now accelerate as they approach the ground. Collision damage multiplier reduced to account for the higher pod velocity.
      Reduced the horizontal movement speed of drop pods so they land closer to their origin points
      Improved look of bullet hit impacts in low settings
      Fix to sending tells across servers
      Improved particle effects on vehicle deaths for TR and NC

    World

      Amerish sky settings have been shifted 12 hours. If you don’t like the onset of evenings on Indar or Esamir, Amerish has bright sunny skies waiting for you
      Indar lighting slightly darkend at dawn and dusk
      Some outposts on Indar received minor gameplay adjustments.
      Zurvan Amp Station has had its secondary spawn room removed and now resembles the other amp stations
      Dahaka Amp Station now has gate shield generators

    Indar Lattice Additions

      The Crown <-> Crossroads Watchtower
      Vanu Archives <-> NS Secure Data Lab
      Quartz Ridge Camp <-> Indar Comm Array
      Ceres Hydroponics <-> Galaxy Solar Plant
      Crimson Bluff Tower <-> NS Material Storage
      Benson Construction <-> Alkali Shipping

    UI

      We've renamed the Indar Warpgates to geographical names. So you will now see the "Indar Northern Warpgate" instead of the "Indar TR Warpgate"
      The squad list now has icons for players inside MANA turrets or Drop Pods
      The Flash and Harasser mini-map icons have been made more distinct from each other
      Enemy vehicles will no longer show an occupancy count

    Bug Fixes

      Fixed shotgun pellet count tooltip. Instead of saying, "The amount or pellets each time the shotgun fires" the tooltip now says, "Single-shot Pellet Count / Pellet Spread"
      Added 1x sight for VS Eridani SX5G
      Fixed an issue where Resupply and Repair Sunderer icons would not display when within 100 meters of the vehicle
      Fixed an issue where The Smoke Screen Utility tooltip on the loadout menu has a different duration value than the cert rank for Sunderers
      Fixed gravity lifts in the Frostbite Harbor spawn rooms to function correctly
      The AV turrets at West Highlands Checkpoint should no longer be floating
      Fixed floating turrets at West Highlands Checkpoint and The Stronghold
      Removed erroneous painfields around Indar
      Fixed an issue where the two projectiles would sometimes be visible when firing the Recon Detect Device when only one was fired
      Fixed issue where lower ranks of Sunderer Proximity Repair could not repair Sunderers that had a higher rank equipped.
      Depot Bundles and store items have had a pass to ensure correct faction usage is written in their descriptions
      Fixed cases where the player’s corpse wasn’t removed from the world after declining a revive
      Regions that cannot be captured will no longer show up as reinforcements or instant action spawn points
      Removed the visibility cap on rockets and placed explosives. They should always show in heavy battles now
      Players can no longer use the quick action menu to track enemy players
      Fixed the player standing from crouch in third person when shot while holding certain items
      Fixed the Striker not animating in first person after firing
      Glass added to cockpit of Mosquito
 
 


Mercredi 6 novembre 2013
 
Wikia Wednesday - How to Organize Using Categories

By Jennifer "Yaviey" Bridges

It's been over a month now and we’ve taken you through lots of great tips and tricks on Wikia, such as how to edit a Wikia page, create a new page, add multimedia, communicate, and more. Today we’re here to show you how to better organize the content on a Wikia so that other users can find it easier.

Why Organize?

You know that junk drawer in your house that you keep everything in? Then when you need to find something you practically have to pour it out and scour through the entire mess to find what you’re looking for? That's exactly what a Wikia can be like if it's not organized.

About Categories

Categories serve as tags for Wikia content. For instance, a page about a sword or gun should have the categories "weapons" in addition to more specific ones such as "2-handed swords" or "assault rifles." If you're confused about where to start, take a look at a similar page and reference the categories they’re using. If you don't see any categories associated to a page you can contact the site administrator or leave a note in the comments section.

How to Use Categories

Using Categories is easy! When you create a new page you can add in categories in the "Categories" section. If you want to add categories to an already existing page, you can click the "Edit" button on the top of that page and then add in the categories via the "Categories" section. If a Category already exists on the Wikia, it will pop up while you're typing. Then you can just hit Enter to auto-complete it. Otherwise you can create your own categories. Once you're done, hit "Publish."

Other Ways You Can Organize

Organizing Wikia content doesn’t stop at properly labeling it with categories. It also involves using the right headers and making the content easy to navigate. Headers should be used in a top-down manner. That means that the Header 1 should be used for top-level headers. Header 2 should be used for sub topics under the first header, and so on. And if you have a list of content, be sure to use either a bulleted or numbered list. The number one rule of thumb we'd like to impart upon you is making sure the content you create is well organized and easy to read.

Up Next

Join us next week when we show you how to report posts, get help with harassment, and flag content as spam on a Wikia, and more!

Need Some Help?

If you have any questions related to the Official SOE Wikias, please feel free to e-mail the SOE Wiki Project Manager, Jennifer Bridges at jbridges@soe.sony.com.

The Wikias

Dragon's Prophet | EverQuest | EverQuest II | EverQuest Next | EverQuest Next: Landmark | EverQuest Portal | Free Realms | Planetside 2 | PoxNora | Vanguard | Wizardry Online

 
 


Mardi 5 novembre 2013
 
Technically Tactical - How to Capture a Tech Plant

By Erin Oakley

Tech Plant facilities in PlanetSide 2 provide the controlling empire with vital Mechanized resources and the ability to spawn two-person tanks in terminals beyond the Warpgate, making them a tactical necessity.  Read on for a basic overview of Tech Plant capture strategy: 

Step 1 - Get through the gates.

Many tech plants have anti-vehicle shields flanked by towers that block the paths into the base.  Use a Sunderer with the Gate Shield Diffuser ability to bypass the shield and get a squad inside, then locate and take down the shield generator.

Step 2 - Secure a base of operations.

Unlike the contained Bio Lab or the single-point Amp Station, Tech Plants are open complexes comprised of a large main building and many smaller outbuildings.  Notably, most tech plants contain a “watchtower” sub-base: this should be your first target.  Taking the tower gives you a shielded spawn point, air and vehicle terminals, and vehicle resupply stations.  (If the tower is too well-defended, try a different location to gain some ground while you continue your assault.)   

Step 3 - Suppress the defender’s spawn point.

The controlling empire’s spawn room stands separate from the main tech plant building, making it a nice target for armor and air squads. Remember that defenders can also use the underground tunnel system to access different locations of the Tech Plant, so set up a guard to take them out as they emerge. 

Step 4 - Take out the shield generators.

The main tech plant building is protected by a double shield, powered by two generators in the outlying buildings.  When both generators are destroyed, the shields will drop, allowing infantry and vehicles to enter; this is a great time to park a Sunderer on the ground floor. 

Step 5 - Capture the point.

The main point of a tech plant is located on the second floor of the largest building.  The surrounding walls make decent cover, but watch for defenders hidden on the upper levels or coming up the stairs behind you.  This is also a good time to send a squad to capture the remaining sub-bases (if you don’t already have them). 

Step 6 - Steal their spawn point.

Like most major facilities, tech plants have a shielded SCU (Spawn Control Unit) that controls the defenders’ spawn point.  Taking out the generator that shields it and then overloading the SCU will force the defenders to spawn in an outlying building or territory, pretty much ruining their day.

Step 7 - Defend till the end.

Keep an eye on destroyed generators and the surrounding territories: attackers who get too comfortable often find that even small things can turn the tide of battle.  

For more strategy guides and all the latest intel from PlanetSide2, follow us on Facebook and Twitter. Enlist today and play for free at www.planetside2.com!

 
 


Mercredi 30 octobre 2013
 
Wikia Wednesday - How to Communicate on Wikia

By Jennifer "Yaviey" Bridges

For the past four weeks we've shown you all sorts of great tips and tricks on how to get the most out of your Wikia experience. We've shown you how to edit a Wikia page, create a new page, add multimedia, and more. Today we're here to show you one of the most important tasks of all – how to communicate!

Why Communicate?


There are many reasons why you will find it useful to communicate with other Wikia users on a Wikia. For instance, you may want a new page you just created added to the top navigation, and in order to do that, you would need to ask an administrator to add it for you. (You can do this by asking them on their Talk Page.) Another example is when you find a page on a particular topic and want to know more information. Making a post in the comments section is the best way to communicate with those working on or reading the page. Also, many of our official SOE Wikias have forums. The Wikia forums are a good place to discuss the layout, structure, and content of a Wikia. Finally, don't forget Wikia Chat. Wikia Chat can be a great place to hang out and talk shop. There's a lot to discuss and luckily there are many tools that let you do this!

About Talk Pages & Message Walls

Every user who signs up to use Wikia and makes an edit on a Wikia gets a Talk Page or a Message Wall. If a user contributes on more than one Wikia, they will have a Talk Page or Message Wall on each Wikia that they contribute on. Individual article pages can sometimes have their own Talk Pages as well.

Using a Talk Page is simple! Many will have links off of Wikia pages. You can also click on a user's profile to get to their Talk Page. To start a discussion, click the "Leave a Message" button. You can then enter in the message in the editor that pops up. Be sure to type a topical header such as "Suggestions for Additions to Top Navigation" so that people reading it will know what the message is about. It's also very useful to type "~~~~" (four tildes) at the end. This automatically signs your post with your Wikia username. You can then click the "Preview" button to spell-check and all that fun stuff, and then click the "Publish" button when you are finished. As you are in a discussion on a Talk Page, you can use a ":" (colon) to indent each future message. That will make it much easier to read the individual responses.

About Commenting

We all have things we want to say! Sometimes a Talk Page is not available for a Wikia page. In that case, a comments section may be usable. If it is available, you'll see it at the bottom of the page. You can just type your comment right in the box and click the "Post Comment" button when you're finished. Just make sure to spell check it for typos! Your comment will be immediately displayed on the page. Note: you do not have to be signed in to make a comment.

About Wikia Forums

Some of our Official SOE Wikias have Wikia forums. They are a great place to discuss more in-depth topics about Wikia content, layout, or what a Wikia needs. If a Wikia has a forum, you can usually access it from the top navigation. If it's available, it can also be accessed from the Discussions section at the bottom of a Wikia page. This feature works much the same way as forums you may have used in the past.

You can start a new discussion by clicking the "Start a Discussion" button. In the "What do you want to talk about?" section, add in a header that clearly states the topic. Then you can post your message in the "Post a new message..." section. Click the "Preview" button to preview it. Look out for any spelling and grammatical mistakes. When you're finished previewing it, click the "Post" button. If you want to reply to an existing post, type your message in the "Post a Reply" box underneath. You do not need to be signed in to use the Wikia forums.

Do note however that any game-related topics put into the Wikia forums are not likely to be read by developers. Want to tell the devs about your cool, new idea for flying vampire squirrel mounts? Your really awesome game idea should be submitted on your game's official forums to make sure it gets in front of the developers for consideration. Just as with the official game forums, forum guidelines are expected to be adhered to or else your posts can be exterminated. We have moderation tools on the Wikias just like we do on the game forums.

About Wikia Chat

Looking for a great place to hang out with fellow Wikia contributors on your favorite game? Some of our Official SOE Wikias have Wikia Chats. They are a chat room inside the Wikia. If it’s available on your Wikia, it will be listed on the top navigation. To get started talking in chat, just type in the chat box and hit "Enter!"

There are so many great ways to talk to your fellow contributors. It’s really up to you how you want to get your message out there. Just remember that each contributor is a real person and everyone should be treated with respect. Be kind, please rewind, and party on dudes (and dudettes).

Up Next

Join us next week when we show you how to better organize content on a Wikia by using categories!

Need Some Help?

If you have any questions related to the Official SOE Wikias, please feel free to e-mail the SOE Wiki Project Manager, Jennifer Bridges at jbridges@soe.sony.com.

The Wikias
Dragon's Prophet | EverQuest | EverQuest II | EverQuest Next | EverQuest Next: Landmark | EverQuest Portal | Free Realms | Planetside 2 | PoxNora | Vanguard | Wizardry Online

 
 


Lundi 28 octobre 2013
 
Halloween Horrors - Urban Legends from Auraxis

By Erin Oakley

Urban legends are almost universal: everyone’s heard stories about haunted mirrors, escaped serial killers, and creepy clown statues.  Even on Auraxis, soldiers speak of unexplained happenings and eerie sightings out in the field.  So equip your flashlight and pull up a chair, because the following stories are all 100% true:* 

Ghost Capping 

A Vanu squad had just captured an empty outpost on Amerish, and they left an Infiltrator behind to make sure there were no stragglers.  He’d just settled in behind some supply crates when his radio crackled to life.  “Have you checked on the point?” 

Assuming it was Command, the Infiltrator hit the comms button to respond. “Affirmative.” 

There was no response, and the Infiltrator relaxed.  Until it happened again:  “Have you checked on the point?” 

“I said all clear,” he answered.  Maybe they hadn’t heard him the first time. The only sound was the wind whispering through the trees.  He grew restless, ready to rejoin his squad. 

The buzz of his radio made him jump.  “Have you checked on the point?” 

“For the third time, yes!” he growled.  “Geez, don’t you guys pay attention?” 

But to his shock, the radio beeped again.  “Soldier, this is Command.  You’ve got to get out of there on the double.  That wasn’t Squad comms… it was Proximity comms!  It’s coming from inside the base!” 

The last sound he heard was the unmistakable crackle of an Infiltrator’s cloak…  

The Phantom Sunderer 

A Terran Republic pilot found herself stranded after enemy forces shot down her Mosquito over Esamir.  Although she managed to survive the crash, her radio was destroyed, leaving her unable to call for help.  With no other choice, she set off on foot toward the nearest base, trudging through the heavy snow. 

It was growing dark, and the pilot knew she had to get to shelter soon: nights on Esamir were dangerously cold.  So when she heard the sound of an engine approaching, the pilot ran for the road, waving frantically. 

An older model Sunderer swung into view, its headlights slicing through the swirling snow.  When the vehicle ground to a stop, she climbed inside, instinctively taking one of the gunner turrets.  “Boy, am I glad to see you, soldier!  You saved me!” 

She couldn’t really see the driver from her vantage, but she could hear him.  “I’ll take you back to base,” he said gruffly, ignoring her gratitude.  Well, as long as she got to safety, who needed small talk?  When the pilot caught sight of the lights of the outpost, she jumped out of the Sunderer, racing toward her waiting squad. 

 “We were just about to send a search and rescue team, soldier!” one of the guards called. “How did you make it back?” 

The pilot smiled, pointing over her shoulder.  “I lucked out when this guy found me!” 

The second guard squinted past her.  “What guy?”

“Are you blind? The guy in the sunder—” the pilot began, but as she turned, the words died on her lips. 

There was nothing behind her but the softly falling snow, already covering up a set of fresh tire tracks. 

Surrounded

Two New Conglomerate soldiers were sent to scout a base as the potential target for their squad’s next attack.  They parked their Harasser a safe distance out and were discussing tactics when the radio crackled to life:  “Return to base at once, soldiers.  We have reports of enemies in the area.” 

The younger soldier obediently started up the Harasser, but the older stopped him.  “What are you, chicken?  There’s nothing on the radar.  Now shut it, so I can finish marking these points.” 

Assuming the older man knew what he was talking about, the younger soldier cut the engine.  But he couldn’t shake the feeling of being watched.  The double moons of Auraxis cast eerie shadows and turned the rock formations all around them into strange creatures. 

A noise from somewhere behind him made the soldier jump.  “What was that?” 

The older soldier sighed.  “You are such a coward.  Hold on, I’ll go check it out.”  He kicked open the door to the Harasser and strode off, his boots crunching over the rocky ground.  “Oi! Any bad guys out here?” he called, his tone mocking.  “See, soldier?  What did I—” 

His words were cut off by a bloodcurdling scream. 

Blind with panic, the younger soldier acted on instinct: he slammed on the accelerator, not stopping until he got back to base. 

His squad leader met him in the vehicle bay, already yelling about leaving a man behind.  But when the soldier opened the door, the officer fell silent. 

Stuck to the door handle was a scrap of purple spandex. 

 
 


Mercredi 23 octobre 2013
 
Don't call it a comeback - The Vanu Sovereignty travels through time to win WDS Preseason Week 5!

After a thorough review of the numbers, we found that the Vanu Sovereignty were the actual winners of The WDS Preseason Week 5! We have found the Terran Infiltrators responsible for reporting false data and have summarily executed them. Members of the Vanu Sovereignty who are eligible for week 5 prizes should be receiving those shortly.

You can find your Boosts here after you accept the notification on the character you want the boost on:

Enjoy your reward, soldiers!

Catch up on last week's PlanetSide 2 World Domination Streams with your developer representatives!

You can watch this week's streams by joining us on Monday and Tuesday from 4PM - 6PM PDT!

 
 


Mercredi 23 octobre 2013
 
Wikia Wednesday - How to Add Multimedia To A Wikia Page

By Jennifer "Yaviey" Bridges, Wiki Project Manager

Why add multimedia to a wikia?

Have you ever heard the expression, "a picture is worth a thousand words?" In the world of the Internet, this saying couldn’t be truer. Our eyes naturally gravitate towards content that is rich with images and videos, so it's important that these are found on Wikia, too! Multimedia makes the pages more engaging and personable. It can also be even more helpful to a user when there are images of NPCs, maps, etc. Additionally, it's very useful for mobile Wikia users so they don't just see a wall of text.

How to add an image

Open the page you want to add the image to or create a new page. Click the "Add a Photo" button on the right (under "Add features and media"). Click on the "Choose File" button. Choose the image you wish to add and then click the "Upload" button. A dialog box will come up that lets you change some parameters about the image such as size, alignment, captions, etc. Be aware that if you use a caption, it will display that caption with all instances of that image throughout the Wikia. When you are finished making your changes, click the "Add Photo" button. Note: If you need to remove an image, while in Editing Mode, hover over the image or image placeholder and click "Remove."

We've almost had one full month of Wikia Wednesdays! Last week we showed you how to create a Wikia page on one of SOE's official Wikias. Today we're here to show you how to add multimedia to a page on your favorite SOE Wikia!

How to add a video

Open the page you want to add the video to or create a new page. Click the "Video" button on the right-hand side (under "Add Features and Media"). In the dialog box that pops up, either add the URL of the video you wish to add or type in keywords to search for already-uploaded videos. Please note that at this time, only certain video types are accepted. When you’re done, click "Close." In the next screen, make any adjustments you want to the video (size, alignment, etc.) and click the "Add Video" button. Note: to remove a video, hover over it while in "Editing Mode" and click "Remove."

If only everything were that easy! And don't forget, you can add multiple images and videos to a Wikia page. Play around with alignments and formatting to make your pages look professional and easy-to-read. Also, once an image has been added, anyone else on that Wikia will be able to use it. All they have to do is search for it!

Up next

Join us next week when we show you how to communicate with fellow contributors on a Wikia!

Planetside 2 wikia

Check out the PlanetSide 2 Wikia today, and either check out pages the community has written or make your own contributions!

 
 


Mardi 22 octobre 2013
 
Saving Energy - How to Defend an Amp Station

By Erin Oakley

You climb out of your drop pod on an amp station tower, only to see what appears to be the entire [insert Empire you hate the most] army coming up the road. This isn’t a social visit; they want your Empire’s amp station and the resources that go with it. Fortunately, you are a fine specimen of [insert best Empire here], and you’re ready to kick those losers back to the Warpgate where they belong! Here are a few basic things to keep in mind when defending an amp station facility:

    Roll out the welcome rockets

      There’s nothing like pulling up your map and seeing swarms of enemy tanks and planes descending on your amp station. Fortunately, the towers of the station are equipped with anti-air and anti-armor turrets for a first line of defense. The towers are also a great place to set up Infiltrators, Heavy Assault troops, and anti-air MAXes. 

    Defend the generators

      The enemy’s first priority will be destroying the shield generators, so focus on keeping them up. Fortunately, you have two minutes from the initial overload to explosion, so get out there. If they’re attacking in groups, set up MAXes and turrets in the generator rooms to even the odds.   

    Repair ALL the things

      Engineers, here’s your chance to be the hero. Repairing destroyed generators restores the Amp Station shields, trapping enemies inside the main building and keeping vehicles out. Keeping tower turrets alive means less pesky tanks and planes. Troll bonus: effortlessly restoring what your enemies worked so hard to destroy is really irritating to attackers, so get to it. 

    Keep Moving

      Let those suckers trying to attack you brave the open courtyard. Defenders have mobility advantage within the base with faction-specific jump pads on the towers, underground tunnels (accessible through the spawn room), and shielded gravity lifts from the roof to the point. 

    Watch the SCU

      Like the bio labs, amp stations have a shielded Spawn Control Unit (SCU) that allows defenders to respawn in the base. However, when the shields go down, the SCU will be vulnerable to enemy overloading. A destroyed SCU means you’ll likely lose the station, so listen for those facility computer callouts.

    Control the point, control the amp station

      Ultimately, your focus should be on defending the point, located in the main building of the amp station. Enemies tend to like to rush up the stairs in a group, so be ready for them with MAXes, Engineer turrets, grenades, and C4. Combat Medics, stock up on rez grenades: they’re great for mass revives in a narrow space or around corners. 
 
 


Mardi 22 octobre 2013
 
Week 5 - WDS Pre-season Rewards Granted

Salutation Auraxians!

Edit: It turns out that this was a cunning bit of espionage on the part of the Terran Republic, and the Vanu were the actual winners. Please see the announcement here. /Edit

Week five's winner is the Terran Republic! All players who participated on the winning empire for week five of the PlanetSide 2 World Domination Series Pre-season event have been granted a 3 Day 50% XP Boost. You had to have logged onto your TR character between October 14th - October 20th, 2013. This is a one-time use Boost item that you can use on any of your characters. Be sure to equip it on the character you want to use it on!

You can find your Boosts here after you accept the notification on the character you want the boost on:

Enjoy your reward, soldiers!

Catch up on last week's PlanetSide 2 World Domination Streams with your developer representatives!

You can watch this week's streams by joining us on Monday and Tuesday from 4PM - 6PM PDT!

 
 


Lundi 21 octobre 2013
 
Operation - Make Faster Game - Phase 1 to Test

So several weeks of surgery have yielded some substantial results!

OMFG - Coming to test in the next day or so!!!

To answer the most painful but obvious question, we are hoping to have Phase 1 of OMFG on Test servers in the next day or so, and Live around the end of the month. I want to make one thing perfectly clear, however. We will NOT put this patch live in a hurry. We want to smooth out any rough edges and get the stability BETTER than Live. Only then we will feel confident in putting it on Live. We encourage you to come to the Test server once this is up, check it out, and provide feedback.

For this phase, we mostly concentrated on these two issues:

    Performance on quad-core and above systems, Intel and AMD, with at least 4G RAM and a medium or higher spec video card.
    Performance in large battles, 100+ players within range.

We’ve optimized UI, physics, sound, player processing, rendering code, and much more. We increased our total thread count, but more importantly we made those threads more efficient.

While the machines which fit the above bullet point will see the most benefit, we expect that low-end machines will see some performance increases, and enjoy the benefit of a reduced memory footprint in many cases and smoother frame rates than exist on Live pre-update.

Next, I know you want some numbers. If you know any coders, ask them how much they enjoy giving “hard” numbers for estimates.. yeah. *grin*

Keeping in mind all relevant caveats, a typical quad-core machine in a 100+ player battle who is currently wildly CPU bound should expect a 30% improvement, sometimes higher depending on settings. In many cases, we’re seeing people go right to GPU-bound, which is a good thing because it’s easier to change GPU settings than CPU settings!

Now, I want to at LEAST say that you should not immediately consider these numbers some sort of guarantee, there are just far too many factors in a given scene as to what can cause performance issues, but in general any “bad” case should be much better.

Also, we have taken a considerable time working on “spikes”. Spikes are when a particular frame takes longer than normal. Typically a “spike” happens in a fraction of a second. More than a second and we would call it a “hitch”. We are working on "hitches" too, but those fixes will come later.

Major Known Issues

This is not an exhaustive list of what we know about, but we’re turning around a lot of bugs each day and these are the major outstanding issues:

    SLI and Crossfire hitches – You may want to turn off SLI and Crossfire for the moment if you run into unusual hitches.
    Minimum spec PCs – If you have the bare minimum or very close to, you may still be experiencing some significant performance issues. We’re gathering more information on this and will address it before release.
    Crash on logout – We’ve significantly reduced crashes on logout, but some may still remain.
    UI offsets – We have some cases where the mouse cursor and UI become offset. If this happens to you, please send us a bug on what you did to cause and/or fix it.
    GPU Particles –These could cause cosmetic anomalies and crashing, so please turn them off for now if you have problems with crashing.

Help Us Test

    Performance in large battles
    We only have so many people at SOE to test large battles, so this is an area where we really need your help. We’ll be collecting data on the backend, so no real need to send us reports. Using this data, we hope to get a better feel for how we're doing so far, and what we need to work on next.

    Animation

      We’ve made a ton of changes here to improve performance and are still working through some issues. Please report any oddities or bugs in first or third person animation.

    Indar

      Indar has received a full optimization overhaul. Look for cosmetic and functional issues in regards to bases and terrain. (Esamir and Amerish haven’t had their optimization passes yet.). While these continent-specific optimizations do help, you will see frame rates improved everywhere, not just in Indar.

    Overhead Indicator Revamp and General UI

      We have made a lot of optimizations just about everywhere in the UI, so please be on the lookout for anything not functioning properly.

    Art Assets

      We went back and touched most of our existing art assets (weapons, decals, environment objects, FX, etc.), so please let us know if something doesn’t look right or is just plain missing.

    Stability

      If you crash, please let us know in a bug report what you were doing before you crashed.

    Everything Else

      We’ve made core changes to the game that could have caused just about anything. We’ve already found and fixed a ton of these, but we’re surely missing some and won’t see them until we get a critical mass of players.
      Esamir Amp Station at Freyr
      Note that this feature isn’t going live with the Performance Update. We’re holding this on Test Server for design iterations.

Test Server Incentive

    If you log on to Test Server any time from today until the day before the patch goes live, we’ll give your Live account a 3 day XP boost to use on any character.
    You must use your Live account on Test Server to get this reward, otherwise we have no way to determine who to give the reward to.

Reporting

    In-game Reporting

      This is the best way to give us feedback as Test Server bugs are emailed directly to us. Push Esc, then support, then Report a Bug.

    Forums

      Please use the Test Server sections and work with other players to help give us information. The more condensed and easy to read the reports are, the easier it is to get them addressed.

We’re very excited to get this patch to you on Test, and get it cleaned up for Live. It stands to make a pretty substantial dent in current performance problems, and also help us find additional problems for OMFG: Part 2.
Thank you in advance to everyone who jumps onto Test once this is out and helps us get this done!

Ryan "codeForge" Elam, Technical Director, Planetside 2

 
 


Jeudi 17 octobre 2013
 
Fall Festivity Depot Items

by Margaret "Luperza" Krohn

Pumpkins, skulls and caldrons…Oh my! It’s that spooktacular time of the year when some people dress up their dogs in silly costumes, carve pumpkins into amazing creations, or try to decorate their cubicles with creepy crawlies. Soldiers of Auraxis, on the other hand… We’d rather trick out our rides!

That’s right! We’ve got some great new goodies in the PlanetSide 2 depot, including festive hood ornaments, snazzy new paint jobs, and ghoulish new decals!

How will you strike fear in your enemies this fall season?

 
 


Jeudi 17 octobre 2013
 
Client Hotfix - October 17th, 2013

Notes for this mornings hotfix:

Depot

    Spectre Helmet camo placement should no longer be inverted.
    The Osprey helmet’s attempt at being ready for Halloween by imitating the Headless Horseman Helmet has been addressed.
    The Bahamut Mask has appropriate camo coverage.
 
 


Mercredi 16 octobre 2013
 
World Domination Series Pre-season Extended!

The PlanetSide 2 Development Team has made some major changes to the World Domination Series (WDS) with the most recent hotfix. You can find more information about the update over on our forums, but to give you a quick run through of what to expect:

UI Changes

    The TAB scoreboard now lists the Daily, Weekly, and Season scores for each empire.
    The Map Region information panel now shows the current WDS scoring value for the region.

Scoring Changes

    Difficulty Modifier – The value of a territory for both hold and capture actions will now scale in value depending on the level of enemy presence on the continent.
    Top Dog Bounty – Territories belonging to the empire with the highest season score for the server will have a 50% increased capture point value to the other empires. This will make being the scoring leader more challenging.
    Small outposts : 10 for capture, 20 per hour held
    Large outposts : 30 for capture, 50 per hour held
    Major facility : 50 for capture, 100 per hour held

Due to these changes, we’re going to extend the World Domination Series Pre-season event for another week in order to find a fair winner for the WDS Pre-season event! This means the event will now end on October 27th, 2013 at 11:59 PM PDT.

We hope that you enjoy the WDS update. Also, feel free to leave us feedback on the above changes after you get a chance to check them out.

We’ll see you on the battlefield, soldier!  

 
 


Mercredi 16 octobre 2013
 
Wikia Wednesday - How to Create a Page

By Jennifer "Yaviey" Bridges

Did you know? SOE has 11 official Wikias for your favorite games! Isn't it about time you learned how to use them? Last week we showed you how to edit a Wikia page. Today we’re here to show you how to add a new page to your favorite SOE Wikia!

Why Create a New Page?

Going through your favorite game's official Wikia, you may find that some information is missing. For instance, you may find that an NPC for a quest or even data on a specific favorite weapon is not listed. You have the power to change that! After all, most of the content on a Wikia is supplied by contributors just like you.

How to Create a New Page

Don’t worry; adding a new Wikia page is really easy! Just append the new page name you'd like to create after /wiki/ in the URL. Example: http://everquest.wikia.com/wiki/Your_Page_Name. The new page will display and you can click "Create" or "Add to this Page" to start adding content to it.

Now you can use the editing interface to add the content you want. You may want to take a look at other pages so that you can structure the page in the same way for consistency. Be sure to make appropriate use of headers and formatting.

When you've finished adding content, make sure to add a category (located on the right). Examples of categories include "Gear," "Grenades," "Armor," "Quests," etc. When you're done, click the "Preview" button. Look for spelling and grammatical mistakes, and fix any you find. After you’ve finished, click "Publish!"

And that’s it! See how easy it is to create a new page? You’re on your way to becoming a Wikia pro!

A few tips and tricks

When creating a new Wikia page URL, if you use underscores in place of dashes, they will be understood as spaces. You can also just use spaces and they will be replaced with underscores.

Try to use the same categories as other pages with similar content so that users can find your page easier.

Let an administrator know when you've added a new page. They may want to link it to the top navigation or elsewhere on the Wikia. You can find administrators by going to your game’s Wikia, going to the wiki section on the top navigation, using the drop-down menu, and clicking "Administrators."

Up Next

Join us next week when we show you how to add multimedia to a Wikia page!

 
 


Mardi 15 octobre 2013
 
Server Downtime for Hotfix October 16, 2013 6AM PDT (3PM CEST)

All servers will come down for maintenance at 6:00 AM PDT (3:00 PM CEST) for a hotfix.

    Downtime Start: 6 am
    Downtime ETA: 90 minutes

Patch Notes

    Spawn changes

      Reinforcement spawn locations are now more likely to show up for front line battles.
      Instant Action now has a higher chance of choosing a location on the player's current continent.
      Increased standard spawn options to include:

        Nearest Small outpost by lattice links
        Nearest Large outpost by lattice links

      This should alleviate situations where pilots and others are downed more than one region away from a friendly territory and are stuck with no good spawn options. This change will offer the nearest small outpost and nearest large outpost in addition to the nearest major facility that is already available. This should allow those players to either join the nearest front or fall back to spawn another vehicle at a larger facility.

      Please note that the distance is by lattice-links, not as the crow flies.

    World Domination Series UI Update

      We have added the following UI elements to improve the awareness of the WDS to players, and to better inform players on where they can make a meaningful impact to their empire’s scoring.
      The TAB Scoreboard now lists the Daily, Weekly, and Season scores for each empire. The scores shown are only for your server. Empires are sorted top-to-bottom so it's quick to see where your empire stands for the day/week/season.
      The Map Region information panel now shows current WDS scoring value for the region. The capture value is the amount of WDS points your empire will receive if it were to capture the facility. The hold value is the amount of WDS points the owner will receive at the next point deposit. Next to the hold value is the time remaining for the next deposit.
      The values listed in the UI are up-to-date values and take all modifiers to the scoring into account, including top dog and difficulty. Due to difficulty modifier changing with population, these point values will change over time

    World Domination Series Scoring Update

      We have updated the World Domination Series scoring rules. New scoring rules are as follows:
      Base Scoring Value Changes - The base values for capturing and holding territories is being adjusted for greater scaling potential. Here are the new values:

        Small Outpost: 10 for capture, 20 per hour held
        Large Outpost: 30 for capture, 50 per hour held
        Major Facility: 50 for capture, 100 per hour held

      These values are much higher than current, but they will be typically much lower than they seem due to the difficulty modifier (described below) reducing overall scoring value. Players will still see a significant increase in overall scoring potential compared to the previous scoring rules. The expected point scoring increase is approximately three times higher than previous weeks. These values take into account typical capture rates and hold times such that large outposts will roughly be worth twice that of a small outpost, and a major facility will be worth roughly twice that of a large outpost.
      Difficulty Modifier - The value of a territory for both hold and capture will now scale in value depending on the level of enemy presence on the continent. The difficulty modifier will be between .1 and 1, depending on the most populated enemy faction on the continent. The difficulty modifier is defined as: MAX( .1 , EnemyEmpire1Population/PopulationCap, EnemyEmpire2Population/PopulationCap)
      This means that empty continents will be worth much less than populated continents, and that empires that outnumber their opponents on a continent will be getting less capture and hold scoring there than those opponents. The most valuable territories will be on continents with a strong enemy presence. There is a minimum value of .1 so dominating empty continents still has some meaningful value, but fighting on a more populated continent has a significantly greater impact potential.
      Top Dog Bounty - Territories belonging to the empire with the highest seasonal score for the server will have 50% increased capture point value to the other empires. This will make being the scoring leader more challenging. It is intended to prevent a runaway empire and to give underdogs a reasonable chance at a comeback.
      These are the only scoring updates going in at this time. We want to see how these changes affect the preseason before making further adjustments.

    Depot

      Coming soon: Keep an eye out for Halloween sales on some new arrivals and old favorites.

    Misc

      Rotated the Warp Gate owners again for the World Domination Series event
      Lowered "Alert Incoming" time to 2 minutes from 15

    Bug fixes

      Hooked up impact audio for MAX AV weapons, rocket launchers, and Liberator Dalton
      Depot: Fixed a bug with purchasing boosts while in the VR training zone
      Several helmets will now properly display character heads
      Spectre Helmet now has appropriate camo pattern
      Improved faction color visibility on stealth suits for the NC, TR and VS. As a result camouflage no longer covers the entire surface area of the suits.
      Fix for rocket lock-on intermittently getting stuck on
 
 


Lundi 14 octobre 2013
 
Week 4 - WDS Pre-season Rewards Granted

Salutation Auraxians!

Week four's winner is the Terran Republic! All players who participated on the winning empire for week four of the PlanetSide 2 World Domination Series Pre-season event have been granted a 3 Day 50% XP Boost. You had to have logged onto your TR character between October 7th - October 13th, 2013. This is a one-time use Boost item that you can use on any of your characters. Be sure to equip it on the character you want to use it on!

You can find your Boosts here after you accept the notification on the character you want the boost on:

Enjoy your reward, soldiers!

Catch up on last week's PlanetSide 2 World Domination Streams with your developer representatives!

You can watch this week's streams by joining us on Monday, Tuesday and Thursday from 4PM - 5PM PDT!

 
 


Mercredi 9 octobre 2013
 
Wikia Wednesday – How to Edit a Wikia

Article By: Jennifer "Yaviey" Bridges, Wiki Project Manager

Did you know? SOE has 11 official Wikias for your favorite games! Isn’t it about time you learned how to use them? Today we’re here to show you how to edit a page on your favorite SOE Wikia!

Why Edit?

You've almost certainly been there – you hop on a wiki to look up how to complete a quest or mission and you find it…only to realize that the information is out of date. Luckily you figure out the quest yourself – now YOU have the power to help make someone else’s experience better!

There are many important reasons you will want to edit pages on a Wikia. For instance, you may see incorrect spelling, bad grammar, strange formatting, or just plain wrong information. Since Wikias are a community effort, it takes all of us working together to make sure that the next person to lay eyes on that page has the best experience possible.

How to Edit a Page

First off, editing a page is super easy! You can do it logged-in or as an anonymous user. Remember, you’ll get credit, have fewer ads, and be able to earn achievements (on most Wikias) if you’re logged in.

Now, find the page you want to edit. Click the “Edit” button at the top right of the content section of the page (to the right of the page title).

An WYSIWYG (What You See Is What You Get) editing interface will pop up. This will allow you to make the changes you want and has many of the same tools as your favorite word processing program. There are some additional features you can use on the right-hand side under “Add Features and Media” such as adding images, videos, slideshows, etc.

When you’re done making your edits, type out a quick summary of what you did in the “Edit Summary" box at the top right. For example, if you updated the stats of a recently changed weapon, type something like "updated weapon stats on Item Y for Update X." You can also click the “Minor Edit” checkbox if it was a minor edit. Minor editing usually encompasses grammar, spelling, and minor formatting edits"

Wikia Wednesday Logo

Now hit the "Preview" button. Make sure to read everything carefully and double-check for spelling/grammatical errors. After you’ve looked it over, click "Cancel" if you want to make any additional changes. Otherwise, click "Publish." And just like that, you’ve edited a page in Wikia!

Special Note

There are some pages that cannot be edited without special permissions. This usually includes the front page but can also include any pages that the administrators have blocked from editing due to vandalism, sensitive information, etc. If you have any questions, always feel free reach out to your game's Wikia admins.

Up Next

Join us next week when we show you how to create a new page on a Wikia!

 
 


Lundi 7 octobre 2013
 
Week 3 - WDS Pre-season Rewards Granted

Salutation Auraxians!

Week three's winner is the Terran Republic! All players who participated on the winning empire for week three of the PlanetSide 2 World Domination Series Pre-season event have been granted a 3 Day 50% XP Boost. You had to have logged onto your TR character between September 30th - October 6th, 2013. This is a one-time use Boost item that you can use on any of your characters. Be sure to equip it on the character you want to use it on!

You can find your Boosts here after you accept the notification on the character you want the boost on:

Enjoy your reward, soldiers!

Catch up on last week's PlanetSide 2 World Domination Streams with your developer representatives!

You can watch this week's streams by joining us on Tuesday, Wednesday and Thursday from 4PM - 5PM PDT!

 
 


Lundi 7 octobre 2013
 
Power Surge - How to Attack an Amp Station

By Erin Oakley 

Despite their massive size, Amp Stations have only one control point. Should be easy to take, right? Wrong. If you want to capture the base and get access to those useful Aerospace or Mechanized resources, you’re going to need to get past walls, shields, turrets, and of course enemies. If you’re up for the challenge, here’s a basic strategy: 

Step 1: Take out the shield generators.

Vehicles can’t cross the outer shields of an Amp Station, but Infantry can. Look for the two generators marked with horizontal and vertical lines on your map, located in the smaller buildings of the Station. You’ll need to bring them both down to gain access to the point and allow your armor column to enter the base. Light Assault soldiers with their ability to fly straight over the wall are perfect for this job. 

Step 2: Take out the turrets.

The towers and walls of an Amp Station are equipped with anti-air and anti-vehicle turrets capable of ruining any armor squad’s day. Heavy Assault soldiers and tanks should focus fire these until they’re down. However, if you’re aiming for more of a stealth approach, leave them alone until the shields go down: nothing brings an enemy running like a bunch of tank gunfire. 

Step 3: Take the point.

Once the shields go down, pull a few Sunderers inside the walls to give your infantry easy access to their objective. Remember to move together and use the smaller buildings for cover: nothing says “Hey Infiltrators, please take me out!” like running straight across the open courtyard. Once you’ve made it in, set up defensive positions: MAXes and Engineer turrets are useful in stairways and chokepoints. 

Step 4: Patrol the area.

Lightning tanks are great for Amp Station fights, since their speed and maneuverability allows them to circle the courtyard and watch for enemy infantry. Parking a few outside the enemy spawn room is also a good idea. 

Step 5: Watch the shield generators.

Think you’re home free just because you made it in? If the enemy repairs the generators, you’re going to be stuck inside the Amp Station and vulnerable to attack. Leave guards in the outbuildings to make sure no pesky Engineers show up. 

Step 6: Profit!

Victory is sweet, and those extra resources are even sweeter. 

 
 


Mercredi 2 octobre 2013
 
Introducing Wikia Wednesday

You've probably heard Wikias mentioned on a number of SOE games, but you may still be wondering – what is a Wikia? Wikias are an amazing player resource, a place to connect with fellow players and your community managers, and more! Each week we’ll bring you tips and tricks so that you can get the most out of the Wikias. This week, we're giving you a run-down of what a Wikia is with a basic introduction.

Did you know?

SOE has 11 official Wikias for your favorite games! In 2012 we partnered with Wikia to bring players a new way to enjoy our games – with an online, living strategy guide that everyone can edit and use. We have converted several previously existing player Wikias into official communities. We've also built some from the ground up.

What is a "Wikia?"

Wikis are a collection of content, usually edited by the public. A "Wikia" is a wiki built on the Wikia engine. Wikia specializes in media and pop culture content, which is why they are the perfect choice for video games.

Where do I go?

How do I get involved?

It's easy! The most common use of a wiki is for information. Trying to figure out how to complete a quest? Want to find a complete list of decals? Go to your game's official Wikia and search. You'll be surprised by all of the cool things you’ll find!

You can also contribute content as well. If you see something that looks incomplete or you know a lot about a subject and want to help your fellow players out, you can add it! You can even make edits without having to make an account and login. Although, there are benefits for making an account and logging in such as achievements (for most of our Wikias), fewer ads, the chance to do special contests, and more.

So, what are you waiting for? Your community needs you. It's time to make a difference!

Up Next

Join us next week when we show you how to edit a Wikia!

 
 


Mercredi 2 octobre 2013
 
Dome Defense - How to Hold a Bio Lab

by Erin Oakley

Thanks to teamwork, perseverance, and military-grade explosives, your empire is the proud new owner of a Bio Lab. The question is, can you keep it? Thanks to their elevated structure, Bio Labs can be easier to defend than standard ground bases. But don’t get too confident because sooner or later, the enemy is going to come knocking. Here are some basic strategies to keep the dome locked down: 

Death From Above

If the attackers haven’t made it into the bio lab yet, use your high ground advantage and set up on the outside of the dome. Infiltrators, pick off enemy infantry as they land on the platform. Heavy Assault troops, break out the rocket launchers and target enemy Sunderers and armor. And Light Assault soldiers, we know you guys can come up with some fun uses for C4. 

Guard Your Vulnerable Parts

Keep an eye on the Generator and SCU. If they’re compromised, the icon on your minimap will flash and display a countdown, and the Bio Lab computer will announce the current status at intervals. Losing the SCU will mean losing your spawn room, so make it a priority to keep them locked down and safe. 

Let’s Go Camping

Enemies have limited access points to a bio lab, which means you probably have a good idea of where they’re going to be coming from. Set up a warm welcome for your attackers with a line of Engineer turrets and MAXes at the aircraft pads and enemy spawn rooms. 

Cut Them Off

Need to buy some time? Send a squad of Infiltrators to back-capture the adjacent territories. Even if you don’t succeed, the distraction will force some enemies to fall back to defend it, giving your empire a little time to regroup. 

Bring Out the Big Guns

Most of the soldiers attacking the Bio Lab will be infantry. Translation? They’re pretty squishy. Make use of the Bio Lab’s vehicle and aircraft terminals to pull tanks and planes. Nothing like performing a bombing run over an air platform infested with bad guys to make a pilot’s day.

 
 


Lundi 30 septembre 2013
 
Week 2 - WDS Pre-season Rewards Granted

Salutation Auraxians!

Week two's winner is the Terran Republic! All players who participated on the winning empire for week two of the PlanetSide 2 World Domination Series Pre-season event have been granted a 3 Day 50% XP Boost. You had to have logged onto your TR character between September 23th- 29th, 2013. This is a one-time use Boost item that you can use on any of your characters. Be sure to equip it on the character you want to use it on!

You can find your Boosts here after you accept the notification on the character you want the boost on:

Enjoy your reward, soldiers!

Catch up on last week's PlanetSide 2 World Domination Streams with your developer representatives!

You can catch this week's streams by joining us on Monday, Tuesday and Thursday from 4PM - 5PM PDT!

 
Posté par Luperza


Lundi 30 septembre 2013
 
Quick Optimization Update

Hey all

We've made some really great optimization progress in the last few weeks across several different areas of the game. Overall we're running faster across all our hardware test cases, in some cases with up to a 30% increase in framerate, and we're not even done yet. We know everyone here is anxious for news so we wanted to share some tentative dates of when we expect to have some of these efforts released to you guys.

Our current schedule has us completing the changes for our first major optimization patch on October 9th, as soon as possible after that we'll be patching things up to our Public Test server where we'll be running a few events and focus tests to make sure things are stable and performance increases are being realized. Assuming that our testing goes well our hope is to deploy the first major optimization patch on October 23rd.

As usual I have to caveat that dates can be slippery, and while we'll make every effort to adhere to these dates, with engineering changes of the complexity and magnitude of those being undertaken by the team right now things can go wrong.

We will be posting a followup thread to talk about some of the specific changes we've made and results we've seen from them so far, but we wanted to get the news on the dates out to you all as quickly as we could!

I also wanted to thank each of you for your patience while we've made these changes. We know the delays to content additions has been tough, but, based on the results we're seeing internally already we think you will all agree that it has been well worth the wait.

See you on Auraxis!

Matthew Higby, Creative Director - Planetside 2

 
Posté par Luperza


Jeudi 26 septembre 2013
 
Server Downtime for Hotfix September 27, 2013 6AM PDT (3PM CEST)

All servers will come down for maintenance at 6:00 AM PDT (3:00 PM CEST) for a hotfix.

    Downtime Start: 6 AM
    Downtime ETA: 90 minutes

Players can expect the following changes:

General

    Warpgate rotation

Bug Fixes

    Fix for instant action taking players to unpopulated facilities
    Fix for flares occasionally not breaking lock-on
    Soft point ammunition no longer unequips after logout when equipped on the following weapons: AF-4G Cyclone, SMG-46G Armistice, Eridani SX5G
    Bad spawn point at Zurvan Auxiliary removed
    Fixed exploit where shooting a mine, but not detonating it, would grant kill credit to the person who shot it, not the person who deployed it.

      Detonating a mine will still grant credit to the person who caused it to blow up by shooting it or using a grenade/rocket.

Depot

    ESF Lumifiber Trim

      Now available in new colors.

    Chrome ESF Fins

      Because everything is better in chrome.

    Coming Soon in Depot

      Harasser Bumpers

        Five bumpers available in original, gold, chrome and pink flavor.

    Sunderer Lights

      If you’ve ever lost your Sunderer somewhere in the dark, these lights are for you. Batteries included.

    Sunderer Grills

      You are unique and special, and so is your Sunderer. At least, it is with one of these new grills.
 
Posté par Luperza


Mardi 24 septembre 2013
 
Hiding in Plain Sight - Are You Using Camo Correctly

Camouflage has many uses on Auraxis, from displaying the proud colors of your Empire to helping you stay hidden. Choosing the right camo for the job is an important skill for any soldier, so here are a few tips to help you get it right: 

    Right

      Disguising your Sunderer as a rock with Indar Canyons v.2.

    Wrong

      Trying to pass off your Sunderer as a really fat Zebra.

    Right

      Developing a signature style with camo and decals; everyone in your Outfit knows you on sight.

    Wrong

      Showing up to a formal base takeover wearing the exact same thing as your best friend. How embarrassing! 

    Right

      Matching your armor to your gun. Customization is key.

    Wrong

      Stripe with Mongo Spots. Did you resupply in the dark this morning? 

    Right

      Arctic-toned camo on Esamir: Esamir Ice, Esamir Snow, and Rocky Tundra all work well.

    Wrong

      Palm camo on Esamir.  (Pro tip: If you see a “palm tree” growing out of the snow, open fire.)

    Right

      Outfitting your Galaxy with the sweet new Flame Camo.

    Wrong

      Pranking your squad by screaming: “WE’RE ON FIRE, BAIL OUT!” as you fly over enemy territory.

All-out global warfare is no excuse to look boring!  Visit the in-game depot today for the latest camo, helmets, and vehicle accessories to make sure you stand out from the pack. 

For more helpful hints and all the latest intel from Planetside2, follow us on Facebook and Twitter. Enlist today and play for free at www.planetside2.com!

 
 


Lundi 23 septembre 2013
 
Week 1 - WDS Pre-season Rewards Granted

Salutation Auraxians!

Week one's winner is the Terran Republic! All players who participated on the winning empire for week one of the PlanetSide 2 World Domination Series Pre-season event have been granted a 3 Day 100% XP Boost. You had to have logged onto your TR character between September 16th- 23rd, 2013. This is a one-time use Boost item that you can use on any of your characters. Be sure to equip it on the character you want to use it on!

You can find your Boosts here after you accept the notification on the character you want the boost on:

Enjoy your reward, soldiers!

 
Posté par Luperza


Mardi 17 septembre 2013
 
Dome Domination - How to Capture a Bio Lab

From a distance, the massive domed Bio Lab facilities that loom over Auraxis look calm. But the second your boots hit the landing pad, you’ll quickly learn why veteran players often refer to bio lab fights as “meat grinders”: lots of soldiers with big guns in a small, enclosed space. In other words, really fun!  Holding a Bio Lab also grants your Empire passive health regeneration, making it a useful acquisition.  Want to take control of one of your own?  Read on: 

Step 1: Secure the surrounding territories.

The Lattice Link system on Esamir and Indar means that your Empire must have at least one direct line to the Bio Lab in order to capture it. 

Step 2: Get up there. 

Since the capture points are within the closed dome of the Bio Lab and inaccessible to armor and aircraft, infantry soldiers should be the main bulk of your forces. There are several ways to get inside the dome, and the most effective assaults generally use a combination of tactics:

    Gravity lifts

      These beams of light are located directly beneath the aircraft pads on the ground level of the bio lab. Yellow beams take you up, and purple beams bring you down. Use with caution; it’s not uncommon to find an entire enemy squad waiting for you at the top with guns drawn.

    Jump pads

      These glowing circular platforms can be found in outlying buildings and will launch you into the air at high speeds. Like the elevator beams, they drop you on the aircraft platform of the lab, so be ready to fire.

    Teleporters

      Teleporters are located in outlying buildings and territories near a Bio Lab; for example, the Allatum Bio Lab on Indar has teleporters in the Allatum Broadcast Hub, Allatum Research Lab, and the Allatum Botany Wing. Going through the portal will take you directly to your empire’s spawn room inside the bio lab.  Convenient!

Step 3: Capture the points.

You made it in – get ready for a fight.

    Move together

      It’s easy to get separated in the confusion of the bio lab fight, but one soldier alone is an easy target. Fall in with a group to push objectives.

    Experiment

      Can’t take point A? Go for C instead. Or try both at the same time to keep your enemies guessing.

    Guard what you take

      Leave at least two people at every point to pick off scouts and call for reinforcements. You fought hard for it, so make sure you keep it. 

Step 4: Kick ‘em out.

Too many defenders? Tip the odds in your favor by getting rid of their spawn point.

    Take out the shield generator

      This is located in one of the bio lab’s main buildings. If you can overload it and keep anyone from repairing it, the generator will explode when the timer runs out, leaving the Spawn Control Unit defenseless.

    Overload the SCU

      Once it goes out, the faction that currently holds the base will lose their bio lab spawn room. 

Step 5: Victory! 

Regroup, resupply, and enjoy that sweet, sweet health regeneration. 

 
 


Vendredi 13 septembre 2013
 
Client Update September 13, 2013

We've just released a client update. No downtime is expected. Players may note the following changes:

Patch Notes

    Fix for warpgate shields disappearing (without the crash!)
 
Posté par Luperza


Jeudi 12 septembre 2013
 
Client Update September 12, 2013

We've just released a client update. No downtime is expected, but you will need to re-log if you are currently in the game. Players may note the following changes:

Patch Notes

    Fixed a bug that was causing major crash issues
 
Posté par Luperza


Mercredi 11 septembre 2013
 
Server Downtime for Hotfix September 12, 2013 6AM PDT (3PM CEST)

All servers will come down for maintenance at 6:00 AM PDT (3:00 PM CEST) for a hotfix.

    Downtime Start: 6 AM
    Downtime ETA: 90 minutes

Players can expect the following changes:

Patch Notes

    Recon drone removed from Infiltrator cert tree (we’ll be granting certs back to folks after the fix is live)
    Ping column on server select now correctly named and sorted
    Platoon member distance readings should not display an error
    Fixed miscolored Lumifiber on Magirder
    Removed some errant test domes from Amerish
 
Posté par Luperza


Mercredi 11 septembre 2013
 
Client Update September 11, 2013

We've just released a client update. No downtime is expected, but you will need to re-log if you are currently in the game. Players may note the following changes:

    AOE damage fixed
    Fixed the comically large particle effect on the Magrider PPA
    Fixed an issue where some objects weren't despawning correctly – vehicle debris, grenades, mines, etc.
    Lock-on notifications should behave properly again
 
Posté par Luperza


Mardi 10 septembre 2013
 
Server Downtime for Hotfix September 11, 2013 6AM PDT (3PM CEST)

All servers will come down for maintenance at 6:00 AM PDT (3:00 PM CEST) for a hotfix. This is a pre-performance patch to clear up some of the major pieces that were done or very close to done when we started the performance initiate. Enjoy!

Downtime Start: 6 AM
Downtime ETA: 90 minutes

Depot

    New Player Studio items!

Alert modifications

    Continent-specific facility capture alerts have been modified. They will now trigger much less often and their duration and final reward have been cut in half.

Spawn priority changes

    The squad reinforcement spawn list now deprioritizes regions where your side has a population advantage
    Instant action has been modified so that it more often places people into active fights

Savior XP

    Added a bonus experience reward for killing an enemy player who recently severely damaged, but did not kill, a friendly player

Physics and Projectile Improvements

    Fix for guided rockets not traveling the correct path on other clients
    Fix for projectiles not rendering when shot out of render distance (looking at you AV MANA turret)
    Fixed Striker missiles flying through terrain and buildings and still hitting targets
    Victims of the Phoenix missile should no longer see the projectile adjust course quickly within 10m and then detonate
    Air to Air rockets won’t look like they’re bouncing back and forth to remote clients

UI

    Made ammo pack indicators smaller
    Server ping column added to server select
    Changed ammo counter font
    We’ve officially cleared out all the weapons and attachments from the Certification screen. Locked weapons and their attachments can now be previewed and compared in the loadout screen.
    We now show the “Lock-On” display while in third person
    Added another “Other” cosmetic slot for the Sunderer
    Added a display for Above Mean Sea Level (AMSL) to air vehicles

Bug Fixes

    Fixed issue where turrets and terminals would be instantly hacked or unrepairable
    Added a fix to prevent AOE damage hitting players inside IFF shields from certain angles
    Fix for scope sway persisting into optics that aren’t intended to have any
    Addressed large amounts of interpenetration in the spawn room at Andvari Frozen Reservoir that could cause players to get stuck in spawn tubes
    Fixed a bug that caused Thermal or NV to persist when switching from the gunner seat to the driver seat in the Harasser
    Fixed missing gate shield generators at Freyr Amp Station
    Fixed the M12 Kobalt’s thermal optics so they don’t reset/fade in during each reload
    Sunderer exhaust stacks should now display properly for players in first person that are seated in the passenger seat
    Fixed a bug that allowed you to attempt to redeploy with the hotkey from the character select screen
    Fixed missing reload audio for the Lasher X2
    Fixed some alignment issues on the 3rd person Mosquito HUD
    Pilots can no longer utilize free-look to lock on to targets
    Rhino hubcaps now granted account-wide
 
Posté par Luperza


Mardi 10 septembre 2013
 
Operation - Make Faster Game

Operation: Make Faster Game (OMFG)
Getting Our FPS Higher FPS

Hey folks,

It’s been a while since my last optimization post, so want to make sure you know that we’re going to be posting a lot more often than we have been.

Why haven't you done all this already?

We’ve spent the better part of two years with PlanetSide 2 measuring and reviewing the elements of the game which are slow. When we’ve found things we could fix quickly, we did. When we found general optimizations that didn’t have much of a risk to them, we worked on them. But mostly, given that we were a live game since the opening of the PS2 Tech Test, we kept our optimizations as “safe” as possible. Optimizing often involves reorganizing code that has already been through rigorous testing, and that means as we move it around we can….Bust something…No matter how hard we try not to. Many optimizations that we found just required far too much “soak time” to be feasible at that stage of the project.

Why are you doing this now?

PlanetSide 2 has reached the point in its development where we think the core game is THERE. Designers have a vast array of options from here on out to create content, artists have at least a minimum set of tools for creating art, the UI works well and is understandable, we have an actual tutorial (no more “Welcome to the game! *POW*!”), and players around the world are able to find PlanetSide 2 and play it in their native language as available.

We have reached an opportune time, and recognizing this, Smed stepped up and said, “Fix it, now.” We all have wanted to get the time necessary to do some of these bigger changes, and do them right. Smed also recognizes fully that no matter how much work the design department or art department puts into making the game shine, it simply isn’t as fun of an FPS experience at a low frame rate.

With this proclamation, all of our teams have been given the freedom to fix things that take significant time to fix. What you’re going to get at the end of this is a serious, noticeable increase in frame rate, PLUS some ancillary benefits that are capable as a result of some of these architectural advances. Every single member of the team, no joke, is actively looking for and implementing ways to make the game faster so we can deliver a better gameplay experience to you.

Alright enough appetizer, gimme some meat!

I’m going to introduce you to some fairly technical terms. If you’re Vanu, you can skip this disclaimer and you probably know it all anyway. TR, if you don’t understand something ask your C.O. If you still don’t understand, you’re probably a Heavy…don’t worry about it… If you’re an NC, all this is probably just some plot by the man to keep you down. Just read it anyway.

Physics

This game has physics scenes that are unrivaled in their complexity. While a normal game may have upwards of a hundred different shapes bouncing around and solving for their collision, we sometimes have scenes with over a thousand shapes, or more! Those huge tank battles really do a number on the physics solver!

So OMFG will see us spending significant time restructuring the complexity of our physics solved in a way we call “Adaptive Level of Detail.” What this means is that we will be lowering the amount of work the simulator does, based on frame rate and distance to object. Basically, we give the physics simulation less to do by taking things that are a distance away from you and making them simulate less.

“But wait Ryan!”, you say to yourself, which is a funny thing to say to yourself, “Won’t lowering the simulation quality result in a crappy simulation!? I love PlanetSide 2’s awesome physics and would never want to see any harm done to it! PlanetSide 2’s physics are the best ever!” Well, now you’re getting a bit too…Okay…I’ll accept that compliment. To answer your question, though, we simply don’t know.

Some of the things we’re doing are experimental. We have great ideas from some of the best in the biz on how to solve our performance problems, however coding is 60% science and 60% art. Some of the tasks I’m talking to you about today are still in their early stages, and may not make it into the final game as described, or at all!

With Adaptive Level of Detail, we hope to emulate the frames we don’t simulate, “smoothing” out any simulation errors that may occur, but it is going to take a lot of work and caffeine to make it, then even more to determine if it is good enough. As far as effect on frame rate, it won’t have much of one unless you have 4 or less cores, but it will have a HUGE impact on physics “hitches” and anyone with 2-4 cores will see potentially massive increases in frame rate when in a big battle.

Overhead Manager

Right now, when you’re in that Big Battle, we spend a lot of time drawing those little triangles (we call them Doritos, but get no product endorsement money…Can you believe that?) above people’s heads. They don’t look like much, but there is a complicated system under the hood to make sure we show them even though their owner may not be visible to you, and don’t show them when we shouldn’t and heck tons of other rules. We’ve seen real improvements from re-factoring that entire system to be more efficient and change only what’s necessary, when necessary. We’re also re-factoring its rendering code so it will be much faster as well.

Player Updates

The more players you have around you, the more time your game client spends updating the information about those players. Be it sounds they’re playing, bullets they’re firing, stats that are changing, etc. Your client spends an amount of time per dynamic entity making sure the things that are dynamic get dynamic-ed. In an effort to make this more efficient, we are only going to update a number of them per frame and we are going to be smarter about whether or not they need a full update. In early testing, this has resulted in less than 10% of all dynamic entities actually NEEDING to be updated though right now 100% of them get their update. Needless to say, in large battles this will be nice to have.

Animation Updates

PlanetSide 2 has a really robust animation system, with every tech animation buzz word you can think of (except for ragdoll…Yeah…Why isn’t ragdoll done yet? Seriously!?) We animate a lot more stuff than most games out there, through some very complex state networks. For our animation optimizations, we’re looking at ways to process fewer animations per frame and when they do process, have less complexity per process to iterate through while producing the same high quality result. This is tough work done through collaboration between the art and code teams, but we’re confident we will get a good result here.

User Interface

Our user interface is incredibly complex. It may look simple (on purpose….It’s actually a heck of a lot MORE work to make something look simple!) but there are many tens of thousands of lines of code running all the time to keep that data fresh. However, now that we’ve had over a year to manage its functionality, we see areas where we can reduce the per-frame overhead and have it to give you the same data, but cost less to do so. We are actively optimizing the minimap and hud to reduce per-frame time to as little as 10% of what it currently is.

Furthermore, we are upgrading our UI middleware to its latest version, which includes optimizations that further decrease the time UI takes to draw.

Also, we are decoupling the part of the UI that manages the data, manages the on-screen movie, and renders the movie into three sections- each of which can run in a different thread. This decoupling also allows us to run each piece at a different rate, so they don’t all have to update every frame.

Occlusion / Visibility

PlanetSide 2 has a huge world. 64 km^2 filled with over a hundred thousand objects and thousands of players per continent! Each combination of mesh (the polygons that make up an object) and texture (the things we paint onto the mesh) has to be individually described in detail to your video card and then rendered. So how do we render hundreds of thousands of things per frame? By NOT doing it! Easy, eh?! Instead we first split the continent up in a whole bunch of ways and then use 10 man-years’ worth of code to determine what subset of those things you can actually see. This is Visibility. We also want to avoid rendering something that is behind something else, be it a “dynamic” object (like a person or bullet, something that changes) or “static” object (something that doesn’t change, like a building or Higby’s opinion). This is Occlusion.

We use a third-party code source called Umbra to do most of our Visibility/Occlusion. As part of OMFG, we are upgrading our Umbra to the latest version, which also requires a significant re-factor of how our visibility pathway works, changing several factors of our core client and tools. This is going to reduce the time spent per-frame on visibility by a sizeable amount, which means that the more complex your scene (like, for example, a base where there are thousands of objects) the more benefit you will get. We are also putting our visibility fully in another thread, so those of you with multicore systems (most of you) will see added benefit, and AMD users will see a pretty significant benefit from the parallelization of visibility operations.

Multithreaded Renderer

Many elements of PlanetSide 2 are already in separate threads, but each of those threads often have to be in lock-step with the main thread and the renderer. So we are taking the part of the renderer that actually talks to DirectX and we’re putting it into its own thread just like the UI renderer. This will give the main thread less to do per-frame, further increasing the frame rate for those with 4 or more cores.

More Instrumentation

We are working on adding even more tuning dials and nobs for ourselves, giving us even more power to see what’s happening in these big battles and where we should tune next.

I’m also excited about our ongoing efforts to create a Benchmark Level. Old-school “run through a rail and compute your frame rate” here. SOE believes in empowering its users like nobody else, and this is another example. We’re going to be giving you the ability to actually measure your frame rate in a static environment so you can, with every patch, have a one-button “How am I doing?” solver. You fly around a scene, while we compute all sorts of metrics on fill rates, object update times, UI times, and hundreds more…Then, at the end,you can see a score,discuss it and WE get that score as well, along with your hardware setup. Being able to have a static scene custom-purposed to find performance problems is HUGE. No more, “Well I got X frame rate at a bar in Indar on a Tuesday while it was raining.” Now you’ll be able to say, “Last week I got a score of 8300, but this week IT’S OVER 9000!!!!”

In closing

We’re going to keep talking about what we’re doing and why we’re doing it. These optimizations DO improve everyone’s life, not just the low-end machines. They are significant increases in performance that will change your gameplay for the better.

You are a part of this. Questions welcome.

Ryan Elam - Tech Director PS2

 
Posté par Luperza


Mardi 10 septembre 2013
 
Choose Your Empire Quiz!

The battle for Auraxis rages on, and it’s time for you to enlist and join the fight! Choosing one’s Empire should not be taken lightly; it’s important to ally yourself with a faction that understands your personal values. Fortunately, the research team at Nanite Systems has developed this simple questionnaire to help you discover where you belong:

How would you describe your wardrobe?

    A.  Sleek: Spandex is the fabric of the future, after all.
    B.  Casual: Cargo pants everywhere!
    C. Utilitarian: Just the basics, impeccably organized.

When you weren’t in class, where did you spend most of your time in school?

    A. Science Club.  Experiments FTW.
    B. Detention.  The teachers weren’t amused by my protests for longer recess.
    C. Volunteer Hall Monitor. Nobody was brave enough to cut class on my watch.  Bonus: fancy badge!

If you won the lottery, you would:

    A. Charter a private spaceflight.  Why should astronauts have all the fun?
    B. Throw a house party of epic proportions.  (The house may or may not be standing when it’s over.) 
    C.  Buy a tank.  Just for fun.  What, like you’ve never thought about it?

What sound should a gun make?

    A. *PEW PEW*
    B: *BOOM*
    C: *RATATATAT*

It’s movie night! Which genre are you drawn to?

    A.  Sci-Fi, especially movies featuring alien abductions.  Some people have all the luck!
    B. Action.  The more explosions, the better!
    C. Historical propaganda films. We can learn a lot from our ancestors' methods.

Your dream car is:

    A. An exotic import: the faster, the better!
    B. A pickup truck: Don’t need anything fancy, just something that works.
    C. A Humvee: My vehicle should be able to handle a trip to the grocery store or a zombie outbreak.

If you were hired to create a children’s show, what would your mascot be?

    A. A purple dinosaur that sings, dances, and explains basic computer programming skills.
    B. A tribe of miniature blue creatures fighting the good fight against the tyranny of a big overlord.
    C. A red fuzzy monster that teaches the importance of loyalty and avoiding friendly fire.

Your results

    If you picked mostly Option A

Your love of progress and technology means you belong in the Vanu Sovereignty. Bring enlightenment to the masses… with lasers!

    If you picked mostly Option B

A free spirit like you will do well in the New Conglomerate.  Join us in the fight to liberate Auraxis!  

    If you picked mostly Option C

The Terran Republic needs disciplined soldiers like you.  Together, we will restore order to this chaotic world.  

Now that you’ve chosen your empire, enlist today and play for free at www.planetside2.com!

 
Posté par Roshen


Mercredi 4 septembre 2013
 
SOE Maintenance September 5, 2013 at 3 AM Pacific

Important: We will perform maintenance beginning at 3:00 AM Pacific* on September 5, 2013. The following services will be unavailable:

    Account management
    Commerce transactions
    New log ins to any of our games.

We apologize for this interruption and will resume all affected services as soon as the maintenance is completed. The expected downtime is 3 hours.

 
Posté par Piestro


Lundi 26 août 2013
 
Denied - How to Stop a MAX Crash in PlanetSide 2

So by now you’ve learned how to do a MAX crash, and you and your Outfit have been using them to wreak havoc in PlanetSide 2. There’s just one problem: your enemies learned how to crash, too.

Although a MAX crash is a lethal tactic, MAXes are definitely not invincible. Try these strategies to stop those MAXes in their tracks:

    Bring out the big guns

      Rocket Launchers and Engineer turrets are great to use against MAXes. Grenades are also effective, since the slower-moving MAXes often can’t get out of range in time. Coordinate with your squad and throw out several at once for maximum damage (and hilarity).

    Take out their support

      The sight of six MAX suits charging into a base can be pretty intimidating. But just behind those mean-looking mechs are some very squishy Engineers and Combat Medics. A few well-placed headshots from your squad Infiltrators means no more healing for the MAXes, making the job of taking them down that much easier.

    Drop smoke

      If they can’t see you, they can’t shoot you. Make sure your squad has IRNV Scopes equipped, and then use Smoke Grenades (or the underbarrel Smoke Grenade Launcher) to blind an incoming MAX crash. This tactic is also useful for setting up an ambush or stealthily getting out of a tight spot.

    When in doubt, more explosives

      Don’t let its small size fool you, one well-placed brick of C4 can take out a MAX with the push of a button. Send your Light Assaults to fly over and drop C4 from above, or stick a few bricks to a doorway and wait for the MAXes to walk through.

The trickiest part of stopping a MAX Crash is avoiding the massive damage output. Experiment with different tactics, and if all else fails… counter-crash!

 
Posté par Roshen


Mercredi 21 août 2013
 
Server Downtime for Hotfix August 21, 2013 6AM PDT (3PM CEST)

All servers will come down for maintenance at 6:00 AM PDT (3:00 PM CEST) for a hotfix.

Players can expect the following changes

Patch Notes

    Fixed an issue causing weapons to be missing from the cert screen, preventing Engineer Turrets from being able to be upgraded
    Fixed a bug with the PREVIEW button that prevented it from working with a few of the Sunderer Grills in the Depot
 
Posté par Luperza


Lundi 19 août 2013
 
Playing Doctor - Three Tips for New Combat Medics

by Erin Oakley

With so many awesome player classes available in PlanetSide 2, the Combat Medic might not be your first choice. You’ll be surrounded by Heavy Assaults taking down aircraft and armor single-handedly with rocket launchers, Infiltrators picking off people from hundreds of yards out, and Engineers in turrets mowing down everything in their path.

And what do Combat Medics get? Oh, just the power to cheat death. Picture this:

Your squad is capturing a critical point with 40 seconds left on the clock, surrounded by hordes of New Conglomerate soldiers. Your Sunderer? A smoking ruin. You and your fellow Medics are now the only thing standing between victory and death at the hands of the NC.

Think you can handle the pressure? Here are three tips to get you started:

    1. Get your Medical Applicator to max level as quickly as possible.

      While even the first level Applicator can heal and revive players, the slower speed makes the Medic a prime target for enemy fire. Certed out to level 6, a Medic can revive players with full health almost as fast as they drop. The ability to earn certs and XP faster is a nice perk, too.

    2. Support your squad..

      It’s so tempting to try out your shiny new Assault Rifle by leading the charge into an enemy-infested base. Unfortunately, a dead Medic usually means the rest of the squad is soon to follow, so know when to play defensively. Letting other soldiers sweep a room first is a good idea, especially if you’re in a place without easy access to a respawn point. That way, you can fix any casualties before you join the fight.

    3. Use the right tools for the job.

      Running around a crowded base with your Medical Applicator up may seem like the best way to keep your squad alive. But since your enemies probably aren’t scared of nanites, it’s also a good way to get taken out, so keep your gun up when you’re out in the open. However, if you’re behind cover and responsible for healing a large group, keeping the applicator out means fast heals for everyone. Get proficient with the in-game hotkeys so you can swap out at a second’s notice.
      Like all of the classes in PlanetSide 2, playing a Medic well takes skill and practice. But there’s nothing more rewarding than knowing that you kept your teammates fighting through a rough battle, bringing your empire one step closer to the conquest of Auraxis!
 
Posté par Roshen


Samedi 17 août 2013
 
Client Update August 17, 2013

We've just released a client update. No downtime is expected. Players may note the following changes:

Patch Notes

    Addresses issue where particle FX could stop working after interacting with terminals
 
Posté par Luperza


Jeudi 15 août 2013
 
Server Downtime for Hotfix August 16, 2013 6AM PDT (3PM CEST)

All servers will come down for maintenance at 6:00 AM PDT (3:00 PM CEST) for a hotfix.

Patch Notes

    Fixed a bug where the loadout selection on the deploy screen always defaults to the first loadout
    Fixed a problem with the deploy button that could sometimes cause the need to click on a another respawn point for the deploy countdown to work properly
    Minimap platoon squad waypoints should now have the proper number of chevrons
    Fixed a bug where faction specific bundles would disappear from the Depot after switching factions
    Corrected some display oddities in the Depot that took place after trying to purchase an item while having insufficient funds
    Fixed some floating props at Apex Genetics and Northpoint Station
    Addressed some clipping geometry at Freyr Amp Station
    The ground vehicle ammo terminal at Rime Analytics should now properly resupply vehicles
    Adjusted TR MAX Drakon Armor pricing
    Drakon Armor purchases now properly unlock account wide
    Auto-squadding will no longer cause respawn points to suddenly display on the map
    Disabled some UI caching that was causing some client instability
    Fixed an issue with XP not adding certs correctly
    Improved voice chat reliability
 
Posté par Luperza


Vendredi 9 août 2013
 
Server Downtime for Game Update 14 August 12, 2013 6AM PDT (3PM CEST)

All servers will come down at 6:00 AM PDT (3:00 PM CEST) for Game Update 14.

General Updates

    SOE Player Studio

      In case you hadn’t heard, PlanetSide 2 now supports SOE Player Studio submissions! This means that players can submit art assets for use in game and if we end up using them, we share 40% of the net sales of that item with the player that created it. Our first batch of player made items go live in this update!
      For all the specifics and details about the program and how you can participate check out the Player Studio webpage here: https://www.planetside2.com/player-studio

    Default Keybind Changes

      The following keybinds have changed in the default mappings. This affects new players and players who reset their keybinds to default.
      The following default mappings have changed

        Vehicle Headlights: This functionality had two keybinds. The extra binding to “L” has been removed. The “G” is still bound to headlights.
        Open Friends Page: I -> L (Friends List)
        Redeploy Toggle: Added U (Un-deploy). This key was previously not used.
        Instant Action Toggle: Added I (Instant Action).

      These changes are to improve accessibility of Instant Action and Redeploy, particularly for new players who may find the former Home and Delete keys awkward and forgettable. Instant Action and Redeploy are now next to each other and within easy reach. The Friends List is still next to other social keys like outfit and squad page hotkeys. Players who are organizing other players and instructing them to redeploy or use instant action should be aware that newer players may not have the same keybindings for those toggles as they do.
      Players coming from GU13 should see no change in their keybinds. Players who played Pre-GU13 but did not play during GU13 may find that their Instant Action key is no longer bound. This can be corrected by setting the Instant Action toggle to whichever key the player wishes in the keybinding settings.

New in the Depot

    Available Now

      Drakon Armor

        This much-requested slimmed down armor has arrived in the Depot.

      Lightning Lumifiber Trim

        Three new Lumifiber Trims, in new colors and patterns.

      Flash Lumiballs

        Glowing antenna balls for your Flash.

    Coming Soon

      Harasser Windshields

        Now available in chrome and gold.

      Sunderer Cosmetics

        New exterior cosmetics and some old favorites in chrome and gold.

    Player Studio

      Player created items are now available! Check out the first batch in the Infantry and Vehicle Gear sections of the Depot.

Infantry Updates

    Suit Slot Balance Pass

      Grenade Bandolier now has 1 additional rank for a total of 3 ranks. All cert costs have been adjusted.

        Rank 1: Can carry a total of 2 grenades at a cost of 100 CP
        Rank 2: Can carry a total of 3 grenades at a cost of 150 CP
        Rank 3: Can carry a total of 4 grenades at a cost of 500 CP

      Munitions Pouch now has 1 additional rank for a total of 4 ranks.

        Rank 1: Can carry a total of 1 additional rockets at a cost of 30 CP
        Rank 2: Can carry a total of 2 additional rockets at a cost of 150 CP
        Rank 3: Can carry a total of 3 additional rockets at a cost of 500 CP
        Rank 3: Can carry a total of 4 additional rockets at a cost of 1000 CP

      Anyone who previously certed into Grenade Bandolier or Munitions Pouch will have the skills removed and the cert cost refunded; players can repurchase the skills whenever they desire.

    Nano Armor Cloak updated

      Rank 1

        Max cloak time increased from 3 seconds to 6 seconds
        Charge time from depleted to full decreased from 24 seconds to 15 seconds.

      Rank 2

        Max cloak time increased from 4 seconds to 6.5 seconds
        Charge time from depleted to full decreased from 24 seconds to 14 seconds.

      Rank 3

        Max cloak time increased from 5 seconds to 7 seconds
        Charge time from depleted to full decreased from 24 seconds to 13 seconds.

      Rank 4

        Max cloak time increased from 6 seconds to 7.5 seconds
        Charge time from depleted to full decreased from 24 seconds to 12 seconds.

      Rank 5

        Max cloak time increased from 6 seconds to 8.5 seconds
        Charge time from depleted to full decreased from 24 seconds to 11 seconds.

    Bug Fixes

      NS-7 PDW now works with the ammunition belt
      NS-7B PDW no longer gives 2 ribbons at 10 kills
      NS-7B PDW ribbon names are now correct in the stats menu
      Repair icon now displays above destroyed friendly turrets
      Fixed claymores sometimes not detonating when approaching from behind
      Nameplates on phalanx turrets should now reset properly when the gunner exits
      Corrected an issue causing 1st person loadout issues when deploying on a squad member to a different continent from the death screen while in a MAX suit.
      Fixed a bug preventing weapon camos that you didn’t own from being equipped on primary weapons in the VR zone
      Trialed weapons that expire while equipped and offline can once again be used in the VR room
      Fixed a bug that allowed dead players to Instant Action with a MAX
      Fixed a bug that would negate your choice of a new class if you used instant action to deploy while dead
      Fixed VR zoning so that the last selected profile in a non-VR will be respected
      Fixed partial scope sway remaining on a weapon after removing a scope with sway on it
      Fixed a bug where hitting terrain was causing drifter jumpjets to stall out. They should now work like they did as of GU12.

Vehicle Updates

    Vehicle UI Changes

      We now show up to FOUR whole digits in the HUD ammo counter for vehicles. The future is now, you guys.
      The afterburner fuel display will now show up while in 3rd person view
      There is now a lock-on indicator in 3rd person view

    Certification Changes

      Auto detect range now decreases with each rank of Stealth. The final rank of the cert line will remove you from the mini-map.

        Flash: Each rank reduces it by 7 meters. (49/42/35/28/21/14/7/0)
        Harasser, Sunderer, Lightning and MBTs: Each rank reduces it by 25 meters. (75/50/25/0)
        ESF, Liberator and Galaxy: Each rank reduces it by 58 meters. (174/116/58/0)

    Bug Fixes

      Fixed a problem causing animation stutter in aircraft during high velocity maneuvers
      Dual Photon Pods no longer display a ridiculously overblown fire rate, and instead display their actual rate of fire
      Fixed a problem that caused the vehicle ownership HUD icon from displaying properly
      The E540 Halberd no longer states that it is single faction use only

UI Updates

    UI Load Time Reduction

      We now cache some of the UI screens that take the longest to load, including:

        Main map
        Minimap
        Class/loadout screen

      This should speed up load times after the screen has been loaded once in a session.

    Improved Facility Connection Feedback

      A lock icon will now be displayed on the HUD facility info panel if the facility is not connected to a friendly facility
      Lock icons will also be displayed on the “nearby facility” HUD indicators if those facilities are not connected to a friendly facility

    Platoon Mute Toggle

      Added a toggle to the platoon leader’s platoon management screen that lets them mute everyone but themselves.

    Class Terminal Loadout Hotkeys

      Pressing [E] with terminal screen open will now resupply/equip your selected class
      Press F1-F6 to select Classes
      Press 1-0 to select a Loadout Tab

    Waypoint Icons

      Added more visual distinction between waypoint icons.

        Self waypoint: No chevron
        Squad waypoint: One chevron
        Platoon waypoint: Two chevrons
        Platoon’s squad waypoint: Three chevrons

    Miscellaneous Changes

      Added a “Territory Control” label to the pie chart on the Warpgate Terminal Screen
      Capture notifications for regions other than the one you are in now display in chat and not on the HUD
      Changed the titles of the server select screens from “Select Server” for both, to “Recommended Server(s)” and “All Servers” for the respective screens
      Enter key now opens the chat box while in the main menu
      Squad and platoon leaders are now represented by their star icons on both the minimap and full-screen map

    Bug Fixes

      Fixed a bug preventing you from selecting a spawn location from the list that you had to scroll to see without the list resetting back to the top
      The 2D icon for the Bahamut Mask should now match the in-game model
      Menu chat box will no longer randomly take focus when not expanded

Facility / Environment Updates

    Warpgate Rotation

      Rotated warpgates in a counter-clockwise fashion on Amerish, Indar, and Esamir

    Bug Fixes

      The gravity lifts at the walled vehicle terminals, such as the Octagon, have all been fixed
      Fixed an issue that caused the teleporter in the tutorial to not function in some instances
      Fixed a floating AV turret at West Highlands Checkpoint
      Corrected a problem preventing resources from being gained while earning experience in the regions on Esamir
      Fixed a misplaced vehicle pad at the Allatum Botany Wing that was causing vehicles deployed there to drive directly into a wall
      Moved Indar Comm Array's displayed spawn location to the correct position
      Fixed a non-functional gravity pad near the vehicle terminal at Pale Canyon Chemical and Palos Solar Array
      Fixed two missing AV turrets on the tower next to the main spawn room at Freyr Amp Station
      Fixed an exploit allowing players to fire into the teleporter room at Frostbite Harbor from the outside
      Stopped the left air terminal at Andvari South Bank from pitching newly spawned Liberators into the ground
 
Posté par Luperza


Lundi 29 juillet 2013
 
Server Downtime for Hotfix July 30, 2013 6AM PDT (3PM CEST)

All servers will come down for maintenance at 6:00 AM PDT (3:00 PM CEST) for a hotfix.

    Downtime Start: 6 AM PDT
    Downtime ETA: 90 minutes

Players can expect the following changes:

Patch Notes

    Fixed an issue that restricted players from purchasing a bundle if they already owned the very first item in that bundle
    There should now be a loading screen before character select
    Fixed steering wheel HUD icon not showing for your own vehicle
    Fixed IFF reticule turning red when targeting dead enemies
    Corrected an issue causing the Andvari South Bank outpost to exhibit forward spawn characteristics
    Fixed several issues with the Andvari Barracks spawn point. Should now function as normal.
    Grenades should no longer be auto-consumed when unequipped
    Added new cert tree icons for the Desperado, the Cerberus, and the Inquisitor pistols
    Addressed some floating props near Bridge-Ward
    Fixed missing teleporters at Mani Bio Lab
    Fixed missing lattice link between Aurora Materials Lab and Rime Analytics
    Auto-resupply will no longer appear unchecked after selecting a new item or window
    Walls were added near the spawn room at Freyr Geothermal Plant and around the vehicle pad
    Restored the missing cover to the Ymir Eastern Way Station
    Fixed missing geometry at the sunken amp station near the Rink
    Fixed missing geo under a rock near Nott Substation
    Added walls around the eastern vehicle pad at Eisa Mining Operation
 
Posté par Luperza


Vendredi 26 juillet 2013
 
Client Update July 26, 2013

We've just released a client update. No downtime is expected. Players may note the following changes:

Patch Notes

    Fixed an issue where frag grenades were unable to be resupplied
    Closest available spawn point is selected by default for all squad members
    Due to a back end change, auto-resupply checkboxes have been defaulted to off. You’ll need to recheck them to resume getting auto-resupplied. Sorry for the inconvenience.
 
Posté par Luperza


Mercredi 24 juillet 2013
 
Server Downtime for Hotfix July 25, 2013 6AM PDT (3PM CEST)

All servers will come down for maintenance at 6:00 AM PDT (3:00 PM CEST) for a hotfix.

    Downtime Start: 6 AM PDT
    Downtime ETA: 90 minutes

Patch Notes

    NS-7G PDW

      Fixed not being able to unlock attachments
      This weapon is now filtered correctly under “SMG” in the Depot

    Auto-resupply

      Due to a back end change, auto-resupply checkboxes have been defaulted to off. You’ll need to recheck them to resume getting auto-resupplied. Sorry for the inconvenience.
 
Posté par Luperza


Mercredi 24 juillet 2013
 
Client Update July 24, 2013

We've just released a client update. No downtime is expected. Players may note the following changes:

    Addressing an issue with Redeem a Code hanging on key submission
    Removed a blank billboard in the Depot
 
Posté par Luperza


Mercredi 24 juillet 2013
 
Server Downtime for Game Update 13 July 24, 2013 -- Time is TBD

Downtime is anticipated to be less than 2 hours. Players may note the following changes:

General Game Updates

    Automated Server Recommendations

      Recommended servers work well to funnel new players on to the servers that could use the extra population, but we need to make that process smarter and automated. We made some improvements in GU12, but there were still some more things that we thought would be useful to do. As such, we’ve made the following improvements to the way this works on the backend:

        The recommended server surfaced at character select is now automatically chosen based on these criteria, in order:

          Empire Population – favoring the server with the lowest percentage average population for the empire selected in the last 24 hours
          Server Population – favoring the server with the lowest overall population for the last 24 hours per region

      These changes should have no direct impact on players beyond the effects that come from providing more responsive recommendation system.

    Alert Experience

      Alert empire rewards are now proportional to the amount of time you participated in the alert. Only characters that participate throughout the entire duration of the alert will receive the full empire reward. This participation time is specific to individual characters (i.e. it’s not account-wide).
      Improved Respawn Logic for Lattice-Enabled Continents
      Updated facility respawn options to fall in line with the following:

        All friendly facilities within one lattice-link to the region the player died/redeployed, including the current region.

          If there are multiple friendly linked facilities then the player can respawn at any of them.

        Nearest Major Facility (Tech plant, Bio lab, Amp Station) by lattice-links, if not already satisfied by #1

          “Nearest” is determined by lattice link distance from the player’s current region.

        The player’s faction Warpgate Facility

      The above is in addition to any reinforcements needed, Sunderers, and squad spawn options that may be available. No changes have been made to those spawn options. No changes have been made to non-Lattice enabled continents.
      These changes should allow players to always fall back to any linked friendly facility. It also allows players who have multiple access points to a region to respawn at any of those access points. All players in a region can always fall back to their nearest major facility (if they have one) as a local rally point or for access to vehicles.

    Interactive Tutorial Changes

      The following changes have been made to the Interactive Tutorial:

        A few more seconds have been added before the Tutorial starts after entering the zone. This is to allow more time for loading and avoid situations where the tutorial skips too far ahead.
        The equipment terminals have been removed from the mini-spawn room at the Redeploy step. These were unnecessary and distracted new players.
        The spawn door shield has been changed to hostile and now blocks progress at the Redeploy step. This shield functions like the shooting range shield and will drop automatically when players respawn.
        A teleporter has been added to the beginning of the Tutorial as a shortcut to the mini-spawn room. This teleporter only appears when players reach the Redeploy step. This is to give players who accidentally spawn at the start of the tutorial a quick way back to the mini-spawn room. If this occurs the tutorial will also direct the player to that teleporter and halt further progress of the tutorial until the player returns to the mini-spawn room.
        The Redeploy and Instant Action toggles can no longer be cancelled while in the Tutorial. This is to prevent accidental cancellations of instant action and redeploy if a player happens to hit it twice so they can see it is a countdown and not instantaneous.
        The Generator Overload and Warpgate terminal steps now detect when a player is in a vehicle and updates the floating help to show the Exit Vehicle keybind in case the player missed how to leave the vehicle in the previous vehicle driving step.
        The Warpgate Terminal floating help text has been updated to provide better instruction to the player.
        The ammo depot waypoint now points to the Ammo Depot itself instead of the road in front of it.
        Improved the freshness of the continent population check at the Warpgate Terminal step. This should reduce chances where players are directed to a continent with a queue. The tutorial will highlight the continent with the highest population without a queue for that player’s faction.

      XP Changes with Suicides

        When an enemy soldier dies from a suicide or logs out, the last player to damage the player (within 10 seconds) will be awarded the kill. This also applies to characters inside of vehicles.

New in the Depot

    New Weapons

      NS-7 PDW SMG

        This SMG has a lower damage drop-off than all the other SMGs, allowing it to perform well at short and medium ranges. Its low recoil and very quick center speed (fastest in the class) allow those with good burst control to extend its range even further.

      NC LA3 Desperado Pistol

        This 2x burst pistol has a fast burst but slower overall rate of fire. The fast burst mixed with moderate damage makes this pistol a solid choice at close range, though low accuracy will limit its effectiveness at range.

      TR TS2 Inquisitor

        Equipped with an extended magazine by default, this pistol gives the TR a solid all-around option that has very high sustainability and damage output per magazine.

      VS Cerberus

        High upfront damage mixed with an above average rate of fire for that damage class makes this pistol a good choice at close range. Low accuracy will limit the pistol‘s effectiveness at range.

    New Camos

      Seven new camos now available, including the Grey Scales Camo in the Early Access section.

    New Bundles

      Our most popular camos are now bundled together at a reduced price
      Get our most popular loadouts for each vehicle and infantry class with new Pro Bundles

    New Vehicle Cosmetics

      3 new Vehicle Decals
      Glow in the Dark ESF cockpit glass decals
      Hood Ornament and Decal Price Reductions

        Hood Ornaments are now 50 SC, except for the FX versions which are 100 SC
        Armor Decals are now either 100 SC or 300 SC
        Vehicle Decals are now either 300 SC or 500 SC

Infantry Updates

    VS Audio Overhaul

      VS Infantry Weapon fire audio was redone based on community and internal feedback. This includes audio for the Assault Rifle, Carbine, LMG, Sniper Rifle, Pistol, Rocket Launcher and Lasher, as well as suppressed variants for each weapon type.

    IFF Reticule

      The hip reticule will now turn red when hovered over an enemy that is within 8 meters.
      The above color change will not happen on cloaked Infiltrators.

    Pistol Balance Adjustments

      NS-357 Underboss

        ROF increased from 200 RPM to 220 RPM

      NC4 Mag-Shot

        Minimum damage increased from 100 at 65 meters to 112 at 60 meters
        Long reload time is now faster at 1.9 seconds, down from 2.0 seconds
        Short reload time is also faster at 1.6 seconds, down from 1.7 seconds
        Fixed FB variant having a slower projectile speed than the normal version

      LA8 Rebel

        Maximum damage range increased from 10 to 15 meters.
        Minimum damage increased from 125 at 65 meters to 143 at 60 meters
        Long reload time is now faster at 1.8 seconds, down from 2.0 seconds
        Short reload time is also faster at 1.5 seconds, down from 1.7 seconds

      TX1 Repeater

        Max damage now starts scaling at 8 meters, decreased from 10 meters
        Minimum damage is now reached at 50 meters, down from 60

      TX2 Emperor

        Maximum damage range increased from 10 to 15 meters
        Minimum damage increased from 84 at 65 meters to 112 at 60 meters
        Long reload time is now faster at 1.8 seconds, down from 2.0 seconds
        Short reload time is also faster at 1.525 seconds, down from 1.7 seconds
        Aimed accuracy loss per shot increased from 0.1 to 0.12
        Hip accuracy loss per shot increased from 0.2 to 0.24
        Fixed stand hip accuracy and crouch-moving hip accuracy being swapped
        Projectile speed increased from 375 to 390

      Beamer VS3

        Stand hip accuracy improved from 1.5 to 1.0.
        Crouch-moving hip accuracy reduced from 1.25 to 1.5.
        Minimum damage increased from 84 at 65 meters to 100 at 60 meters

      Manticore SX40

        Minimum damage increased from 100 at 65 meters to 112 at 60 meters
        Long reload time is now faster at 1.9 seconds, down from 2.0 seconds
        Short reload time is also faster at 1.6 seconds, down from 1.7 seconds
        Fixed stand hip accuracy and crouch-moving hip accuracy being swapped

    Optics Alignment Pass

      VS Carbine scopes used to be slightly off center to the right in iron sights. They should now be dead on.
      All SMG scopes had the same issue, but to the left. Corrected these as well.
      NC Mag Shot and Rebel iron sights have also seen minor corrections.

    Ammunition Cert Line Adjustments

      All classes other than HA and MAX should have the following costs on the Ammunition Belt cert lines across all factions:

        Rank 1: 1 CP
        Rank 2: 10 CP
        Rank 3: 100 CP
        Rank 4: 1000 CP

    Heavy Assault should have the following costs on the Ammunition Belt cert lines across all factions:

      Rank 1: 50 CP
      Rank 2: 500 CP

    Cloak Shader Changes

      The low graphic settings cloak is now less grey and more transparent.

    Advanced Shield Capacitor Delay

      Advanced Shield Capacitor’s delay reduction improved to -4.0 seconds at max rank.

        Rank 1: Recharge delay reduction increased from .5 to .8 seconds
        Rank 2: Recharge delay reduction increased from 1 to 1.6 seconds
        Rank 3: Recharge delay reduction increased from 1.5 to 2.4 seconds
        Rank 4: Recharge delay reduction increased from 2 to 3.2 seconds
        Rank 5: Recharge delay reduction increased from 2.5 to 4 seconds

    Infantry Explosives

      Improved explosives so they perform better against nanoweave equipped players
      All faction Frag & Sticky Grenades

        Increased inner max damage radius from 0.5 to 1.0 meters.

      NC Bouncing Betty & VS Proximity Mine

        These now animate and play audio before detonating.
        Internal maximum damage radius increased from 0.5 to 2.0 meters.
        Minimum damage now drops to 200 at 6.5 meters, up from 10 at 6 meters.
        Activation time after being placed increased from 1.5 to 2.0 seconds.

      TR Claymore

        Added audio when claymores trigger.
        Maximum damage increased from 1275 to 1300
        Internal maximum damage radius increased from 1.5 to 3.0 meters.
        Minimum damage is now 350 at 6.5 meters, up from 10 at 6 meters.
        Activation time after being placed increased from 1.5 to 2.0 seconds.
        NC Bouncing Betty, VS Proximity Mine, TR Claymore, & all faction Tank Mines

      Throw time increased from 0.250 to 0.650 seconds.

    Spotting

      Enemy explosives can now be spotted.

    Added new spot icons for the following:

      AV Turret (both facility and Engineer deployed)
      AI Turret (both facility and Engineer deployed)
      Facility AA Turret
      All Vehicles
      Tank Mines

    Bug Fixes

      T7 Mini-Chaingun will no longer display 1st person animation issues when moving around while aiming down sights
      Fixed a bug causing 1st person firing animations to stop if the player paused firing while moving
      Fixed an exploit allowing medics to revive players that suicide for experience
      Corrected an issue preventing fire mode selections from persisting through death
      Red dot scopes will no longer reset position on the rail after resupplying
      Fixed a bug causing the first C4 explosion of a gaming session to not play any audio
      Fixed an issue causing all scopes that mention: “Hold Sprint key to steady aim” to display text errors in the tooltip
      Fixed a bug causing incorrect footstep audio to play for all surfaces
      Underbarrel grenade launcher projectiles should no longer penetrate spawn shields

Vehicle Updates

    Empire Specific Fighter Updates

      Default cannons have been re-tuned. Some adjustments have been done to the empire specific characteristics and some are across the board.

    New Descriptions

      “The Saron Laser Cannon is the standard air superiority nose cannon for the VS Scythe. Its specialized rounds can be reloaded quickly and travel faster than standard rounds.”
      “The M20 Mustang is the standard air superiority nose cannon for the NC Reaver. Its high caliber rounds allow it to do more damage up close and at range.”
      “The M18 Needler is the standard air superiority nose cannon for the TR Mosquito. Its small caliber rounds allow it to sustain fire for longer and at a higher fire rate.”

    Fire rates have been slowed. Mosquito retains the fastest fire rate.

      Saron Laser Cannon: Fire Rate reduced from 732 RPM to 706 RPM
      M20 Mustang: Fire Rate remains at 667 RPM
      M18 Needler: Fire Rate reduced from 800 RPM to 750 RPM

    Magazine sizes increased. The sustained fire of these cannons should be longer than before. The Needler gains a larger clip and can sustain fire the longest.

      Saron Laser Cannon

        Magazine size increased from 50 to 60
        Magazine Size certifications reduced from 6/9/12/15 to 2/5/7/10
        Ammo Capacity Increased from 600 to 720
        Ammo Capacity certifications remains 60 per rank

      M20 Mustang

        Magazine size increased from 50 to 55
        Magazine Size certifications reduced from 6/9/12/15 to 2/5/7/10
        Ammo Capacity Increased from 600 to 660
        Ammo Capacity certifications reduced from 60 per rank to 55 per rank.

      M18 Needler

        Magazine size increased from 50 to 75
        Magazine Size certifications reduced from 6/9/12/15 to 2/5/7/10
        Ammo Capacity Increased from 600 to 900
        Ammo Capacity certifications increased from 60 per rank to 75 per rank.

    Damage has been adjusted to offset the fire rate reduction and to make the TTKs more even. Reaver retains the highest damage but also kills slightly faster.

      Saron Laser Cannon: Max damage increased from 325 to 340
      M20 Mustang: Max damage remains at 400 (as fire rate was not changed)
      M18 Needler: Max damage increased from 300 to 315

    Damage fall-off has been added. Fall off for the Reaver starts at a farther range.

      Saron Laser Cannon

        Inflicts maximum damage up to 200 meters
        Minimum damage inflicted beyond 325 meters
        Minimum damage is 255

      M20 Mustang

        Inflicts maximum damage up to 225 meters
        Minimum damage inflicted beyond 350 meters
        Minimum damage is 290

      M18 Needler

        Inflicts maximum damage up to 200 meters
        Minimum damage inflicted beyond 325 meters
        Minimum damage is 245

    Cone of Fire has been normalized to 0.3 degrees:

      Saron Laser Cannon: CoF reduced from 0.4 to 0.3 degrees
      M20 Mustang: CoF remains 0.3 degrees
      M18 Needler: CoF remains 0.3 degrees

    Time to reload reduced on the Scythe.

      Saron Laser Cannon: Reload speed reduced from 2.5 seconds to 2 seconds
      M20 Mustang: Reload speed remains at 2.5 seconds
      M18 Needler: Reload speed remains at 2.5 seconds

    Projectile speed has increased for the Saron, but remains the same for Mustang and Needler:

      Saron Laser Cannon: Projectile speed increased from 600 mps to 800 mps
      M20 Mustang: Projectile speed remains at 750 mps
      M18 Needler: Projectile speed remains at 750 mps

    Rotary cannons have been re-tuned. Some adjustments have been done to the empire specific characteristics and some are across the board.

    New Descriptions

      “The Hailstorm is a high damage, close range cannon that can unload rounds quickly. Its specialized rounds can be reloaded quickly and travel faster than standard rounds. VS use only.”
      “The Vortek Rotary is a high damage, close range cannon that can unload rounds quickly. Its high caliber rounds allow it to do more damage up close and at range. NC use only.”
      “The M18 Rotary is a high damage, close range cannon that can unload rounds quickly. Its small caliber rounds allow it to sustain fire for longer and at a higher fire rate. TR use only.”

    Fire rates have been slowed across the board. Damage increased so TTK remains near the same.

      Hailstorm Turbo Laser: Fire Rate reduced from 1200 RPM to 857 RPM
      Vortek Rotary: Fire Rate reduced from 1000 RPM to 750 RPM
      M18 Rotary: Fire Rate reduced from 1500 RPM to 1000 RPM
      Hailstorm Turbo Laser: Damage increased from 308 to 360
      Vortek Rotary: Damage increased from 388 to 500
      M18 Rotary: Damage increased from 237 to 315

    Magazine sizes were adjusted to make the ‘Time Until Dry’ near the same duration. Mosquito retains the fastest fire rate and gains an advantage of a slightly larger magazine.

      Hailstorm Turbo Laser

        Magazine size reduced from 40 to 35
        Amount per certification rank adjusted from 2/5/7/10 to 3/5/8/10

      Vortek Rotary

        Magazine size reduced from 35 to 25
        Amount per certification rank adjusted from 2/5/7/10 to 2/4/6/8

      M18 Rotary

        Magazine size remains at 50 rounds
        Amount per certification rank adjusted from 2/5/7/10 to 3/6/9/12

    Damage fall-off has been added. Fall off for the Reaver starts at a farther range.

      Hailstorm Turbo Laser

        Inflicts maximum damage up to 125 meters
        Minimum damage inflicted beyond 250 meters
        Minimum damage is 300

      Vortek Rotary

        Inflicts maximum damage up to 150 meters
        Minimum damage inflicted beyond 275 meters
        Minimum damage is 425

      M18 Rotary

        Inflicts maximum damage up to 125 meters
        Minimum damage inflicted beyond 250 meters
        Minimum damage is 270

    Reload speeds adjusted to be empire specific. The Hailstorm has the quickest reload.

      Hailstorm Turbo Laser: Time required to reload increased from 1.5 seconds to 1.75 seconds
      Vortek Rotary: Time required to reload increased from 1.5 seconds to 2 seconds
      M18 Rotary: Time required to reload increased from 1.5 seconds to 2.25 seconds

    Projectile speed has been increased for the Hailstorm, to give it an empire distinction, but remains the same for Vortek and M18:

      Hailstorm Turbo Laser: Projectile speed increased from 550 mps to 700 mps
      Vortek Rotary: Projectile speed remains at 650 mps
      M18 Rotary: Projectile speed remains at 650 mps

    Ammo Capacity

      Hailstorm Turbo Laser

        Ammo Capacity changed from 400 to 350
        Amount granted by certifications reduced from 40 to 35 per rank

      Vortek Rotary

        Ammo Capacity changed from 350 to 250
        Amount granted by certifications reduced from 35 to 25 per rank

      M18 Rotary

        Ammo Capacity remains the same at 500 rounds
        Amount granted by certifications remains the same at 50 per rank

    Other Vehicle Weapon Tuning

      M20 Basilisk

        Damage fall off now begins at 75 meters instead of 50 meters
        Minimum damage increased from 175 to 200
        Minimum damage range increased from 100 to 200

      M20 Drake

        Damage fall off now begins at 150 meters instead of 100 meters
        Minimum damage increased from 175 to 200

      AP30 Shredder

        Fall-off damage starting range increased from 50 to 75.
        Fall-off minimum damage range increased from 150 meters to 175

      G30 Vulcan

        Changed to Armor Piercing Bullet Resist Type
        Max Direct Damage increased from 120 to 250
        Minimum Direct Damage increased from 90 to 175
        This should make the Vulcan less powerful against Aircraft
        This should make the Vulcan more powerful against infantry

      G30 Vulcan – H

        Changed to Armor Piercing Bullet Resist Type
        Max Direct Damage increased from 110 to 220
        Minimum Direct Damage increased from 85 to 165
        This should make the Vulcan less powerful against Aircraft
        This should make the Vulcan more powerful against infantry

      Sunderer Changes

        Sunderer resistance to armor piercing bullets increased from 70% to 75%

      Harasser Tuning

        Stock resistance to small arms fire reduced from 85% to 80%
        Composite Armor bonus reduced from 6/12/18/24 % to 5/10/15/20%
        Adjusted the pitch angle on several of the Harasser weapons so that the player could aim lower to the ground

Proximity Radar

Old Description “Hostiles near the vehicle are revealed on the minimap for all vehicle occupants.”
New Description “Detects the movement of hostile soldiers near the vehicle and reveals them the mini-map for all vehicle occupants.”

    Proximity Radar range increased from 20/30/40/50 to 30/35/40/50
    Proximity Radar now updates every ½ second instead of 2 seconds
    Proximity Radar now detects cloaked infiltrators, like the recon tool
    Proximity Radar now only detects moving players, like the recon tool

Scout Radar

Old Description “Enemies near the vehicle will appear on the map of nearby allies for up to 25 meters.”
New Description: “Detects hostile enemies near the vehicle and reveals them on the mini-map for all nearby allies. The vehicle must be occupied for scout radar to function.”

    Scout Radar now detects cloaked infiltrators, like the recon tool
    Scout Radar now only functions if the vehicle is occupied
    For the Flash version:

      Scout Radar range increased from 25/50/75/100 to 40/60/80/100

    Bug Fixes

      The Mosquito should once again have glass in place to showcase cockpit decals
      Players in the rumble seat for the Flash or Harasser will no longer appear to be playing the running animation to remote clients
      AMS Sunderers should now be able to deploy in friendly No-deploy zones
      A2A missile launchers stats now display “Lock-on” as their fire mode.

UI Updates

    Added Chatbox to the Fullscreen UI

      We’ve added a toggle button to the upper left corner of the fullscreen UI that will bring up a re-sizable chat window.

    Additional Platoon Leader Waypoints

      For every additional squad in the platoon, the platoon leader will now have access to one extra waypoint:

        Alpha Waypoint
        Bravo Waypoint
        Charlie Waypoint
        Delta Waypoint

      The HUD indicators are colored to match whatever color you’ve selected to represent that squad.
      Improved Linking and Default Sorting in the Depot

    Allows us to do cool things like

      New items can be listed at the top of categories
      Sale items can be listed near the top of categories
      Link to specific bundles when clicking on a billboard

    Spawn / Deploy UI Usability Improvements

      Added a squad spawn locations category to the deployment list
      Un-squaded players will be able to autojoin a squad directly from the new squad spawn category in the Deployment list

    HUD Indicator Clean Up Pass

      Destroyed vehicles and turrets now remove their indicators
      Empty ally vehicles will now show an indicator if you target them
      Platoon members no longer show all names and extra info for up to 70 meters

        Range-wise, they’re now treated like other allies
        Squad mates still show as before with no range limit

      Medics will now see the “needs heal” indicator when an ally is at less than or equal to 50% HP
      Dead squad members will now show the dead icon no matter how far away they are.
      Spotting while zoomed or while in iron sights should no longer be harder to do than spotting from the hip.
      Ground vehicles will only see HUD indicators for ground vehicle depots, air vehicles will only see indicators for air vehicle depots.

    Other Miscellaneous Changes

      Loadout tooltips on the vehicle and class screens now show the custom name and description
      Added tilt to the platoon screen panels to better imply the functionality of the screen
      Added waypoint type names (ex: “personal waypoint”, “squad waypoint”, etc.) back to waypoints if you aim at them
      Added unique feedback messaging for when a name is taken, invalid, profane, reserved, or unavailable when creating a new character

    Bug Fixes

      We think we fixed an elusive bug causing /regionsay to randomly stop working. If you still see this happening, please submit a bug report via the in game tool.
      Corrected an issue causing the squad dropdown menu for the bottom two players in a squad to be cut off
      Fixed a messaging error when non-members attempted to purchase items from the Premium Early Access category of the Depot

Faclity / Environment Updates

    Facility Capture Time Tuning

      All Amp Stations and Tech Plants on Indar, Esamir, and Amerish, cap in 7 minutes instead of 10
      Biolabs on all continents will cap in 7 minutes if you own the majority of the cap points (2/3 or ¾). If you own all CPs, it will cap much faster

    Esamir Lattice and Facility Enhancement

      The lattice system already in use on Indar is now active on Esamir.
      Nearly every facility and outpost was been enhanced or in some cases completely replaced to help create better gameplay flow and support the addition of the lattice connections on the continent.
      Added two new outposts, The Rink, and Rime Analytics

    Esamir Deployable Turret Restrictions

      At warpgates and facilities on Esamir, jump pad landing pads, tunnel exits, and vehicle pads will destroy any deployable Engineer turrets that are placed on them to help prevent griefing.

    Bug Fixes

      Fixed some exploitable collision near the Stronghold on Indar
      Corrected some exploitable collision inside the Esamir Biolabs
      Fixed malfunctioning gravity pads at the following installations:

        Andvari Barracks
        Andvari Frozen Reservoir
        Eisa Mining Operation
        Elli Barracks Complex
        Freyr Geothermal Plant
        Freyr Substation
        Mani Fortress
        Apex Genetics
        Bridge-Ward
        Echo Valley Substation
        Everett Supply Co.
        Geological Survey Camp
        Grey Heron Shipping
        Haven Outpost
        The Traverse

      Fixed a texture seam on the ground near Eisa Tech Plant
      Removed clipping terrain from the spawn room stairs at Freyr Amp Station
      Removed terrain piled up in front of a ground vehicle pad at Jaeger’s Crossing
      Removed terrain clipping through the forward spawn room at Mani Bio Lab
      Fixed a collision issue at Esamir’s Northwest Warpgate allowing players to get stuck beside stairs in multiple locations
      Fixed a gab in the Biolab vehicle shields that allowed infantry to slip through
      Addressed clipping terrain in several areas around Aurora Materials Lab
      Addressed a crate clipping into the roof of the spawn room at Grey Heron Shipping
      Removed flora clipping through the floor of Mani Tower and Nott Amp Station
      Fixed the missing SCU shield at Mani Bio Lab
      Removed excess terrain from in front of both ground vehicle pads at Northpoint Station
      Removed a texture seam on the terrain near Echo Valley Substation
      Fixed an issue with the wrong audio callout playing when the SCU shields are restored
 
Posté par Luperza


Lundi 22 juillet 2013
 
The Walking Wall of Doom - How to do a MAX Crash in Planetside 2

By Erin Oakley

The Mechanized Assault Exo-Suit, or MAX as it’s affectionately known, is a deadly and effective choice for an Auraxian soldier. Boasting heavy armor and a variety of customizable weapon loadouts, MAXes are useful against infantry, armor and air alike. And the only thing better than one MAX?  Seven of them. 

A MAX Crash, as the name suggests, is a combat tactic where your squad uses MAX suits in an attempt to push into a heavily defended area. The increased firepower and armor make it an excellent strategy for forcing your way out of surrounded spawn rooms, taking guarded points in a biolab, or just for when you want to feel like total badasses.   Interested? Here’s how it’s done: 

Step 1

    Assign your roles

      Seven squad members need to pull MAX suits, preferably equipped with anti-infantry weaponry. (Remember that MAXes can only be spawned from a terminal, so find one close to your objective or grab a Galaxy from the Warpgate.) The rest of your squad will want to be in supporting roles; pick three or four Engineers to do repairs on the run and a Medic or two to revive fallen MAXes and keep the Engineers healthy.  

Step 2

    Form up

      You should be going for an inverted pyramid shape, with MAXes in front to take (and give) the heavy fire, Engineers behind to keep the MAXes up and drop ammo, and the medics in the back, hopefully out of harm’s way. 

Step 3

    Stay together, and keep moving

      Decide on your objective beforehand, and use voice chat to give instructions on the fly. MAX crashes are most effective when all that deadly force is in a tight knit group and mowing down anything that gets in your way.     

Step 4

    Profit!

      If all goes well, your enemy will be powerless against your walking wall of doom. Once you’ve reached the objective you can use your superior firepower to guard the point, or regroup and press on to the next location. 

So there you have it: easy, effective, and most of all, fun.  And remember, nothing builds squad camaraderie like the joy of dressing up in giant robot suits and completely wrecking your enemies. Happy Crashing!

 
 


Mercredi 17 juillet 2013
 
Client Update July 17, 2013

We've just passed a client update that required no downtime. Players may note the following changes:

    Addressed a low frequency crash related to pain fields, jump pads, and grav lifts.
 
Posté par Luperza


Mardi 16 juillet 2013
 
Game Update 13 - Creative Director's Letter

Hey all

Game Update 13 is right around the corner and it brings some pretty exciting change to Auraxis. Here are some highlights of the major changes and additions you can expect to see with the update. As always, last minute issues can pop up and delay some of these, but this is what we're looking at right now.

Esamir Lattice and Facility Refresh

The icy expanse known as Esamir has had a major facelift with virtually every facility and outpost modified and enhanced, with some being completely replaced. The goal with these changes is to enhance gameplay flow and help support the addition of the lattice connections on the continent. There are a lot of threads with screenshots floating around on the forums to check out, but I'd highly recommend (and humbly request) that if you can you spend some time on Public Test (Click for more info) Checking out the changes for yourself and providing some feedback. We could use all the help we can get finding bugs and areas in need of polish, so if you do hop on to Public Test please do make use of the report a bug feature - it really does help us out tremendously to have extra eyes on this kind of change.

Implants!

Implants are a consumable item that can be used to enhance your soldier with gameplay perks for a limited period of time. Each implant is equipped per-loadout and has a limited duration which is consumed only while that loadout is active. The implants are designed to give unique benefits that allow players to further refine their role & personal play-style without imparting an over-the-top player-power benefit.

Here are the currently planned implants we're launching with GU13:

    Awareness: auto-spots enemies who damage you or that you damage
    Battle Hardened: reduces camera shake from explosions and flinch
    Clear Vision: Protects against concussion and flash grenade
    EMP Shielding: Protects against EMP Grenade effects
    Enhanced Targeting: increases the range that you can see enemy health bars and names
    EOD HUD: Allows you to detect enemy explosives in a short radius around you
    Regeneration: Slowly regenerates health over time when not in combat
    Safe Landing: Reduces fall damage
    Sensor Shield: Makes you undetected on enemy radar/motion sensors
    Thermal Reduction: Prevents the wearer from being highlighted by thermal vision

We will be starting with these implant types available with more being added over time.

In addition to the implants we're putting in some feedback about implant resistance, so when you, as an EMP grenade user hit someone using an EMP Shielding Implant you'll receive some feedback to let you know it wasn't effective.

Implants will have relatively short durations (Measured in hours, not days) and low costs. Like weapons, they'll be available to purchase for both Certification Points and Station Cash. We're still finalizing the durations and costs for these items, but we'd love to hear feedback on the system.

Platoon Enhancements

We're continuing to implement suggestions from players for platoon and squad management, with GU13 we've got two big player requests coming in:

    Platoon voice channel management, ability for platoon leaders to set platoon VOIP channel to only be used by squad leaders
    Platoon leader waypoints per squad, ability for platoon leaders to set individual squad waypoints for Alpha, Bravo, Charlie and Delta squads.

Spawn Changes

Several enhancements to the respawn window:

    There is now a category for Squad spawn points, if you're not in a squad this will allow you to auto-join a squad.
    We've added some more respawn options, these should allow you to respawn at more locations near where you died, previously by default you were able to spawn at the nearest outpost, large outpost and facility (in addition to local spawn points, squad spawn points and reinforcement requests), now you'll be able to spawn at the nearest linked base (or adjacent base on non-lattice continents) in addition to the above, this should create some more consistently available fallback / reinforce positions.
    Chat window added to the respawn screen

ESF Updates

We are working on some extensive ESF changes that Kevmo has outlined (here). These changes are going to be coming over the next 2-3 game updates, starting with GU13. With GU13 you can expect:

    Retuning of the default and rotary nose guns
    When an enemy vehicle is destroyed via crashing, suicide or the player logging out the last player to damage the vehicle (within 10 seconds) will be awarded a kill credit.

New Weapons

There are 4 new weapons coming with GU13:

    NS-7 PDW SMG: This SMG has a lower damage drop-off than all the other SMGs, allowing it to perform well at short and medium ranges. Its low recoil and very quick center speed (fastest in the class) allow those with good burst control to extend it's range even further.
    NC LA3 Desperado Pistol: This 2x burst pistol has a fast burst but slower overall rate of fire. The fast burst mixed with moderate damage makes this pistol a solid choice at close range, though low accuracy will limit its effectiveness at range.
    TR TS2 Inquisitor: Equipped with an extended magazine by default, this pistol gives the TR a solid all-around option that has very high sustainability and damage output per magazine.
    VS Cerberus: High upfront damage mixed with an above average rate of fire for that damage class makes this pistol a good choice at close range. Low accuracy will limit the pistol‘s effectiveness at range.

Suit Slot tuning

    The cert costs for the Ammo Belt cert line have been retuned.
    Advanced Shield Capacitor has been tuned to make shields recharge significantly faster.

Vanu weapon audio update

Most VS infantry weapons have had their audio significantly updated to be more impactful and satisfying.

And of course we have a pile of bug fixes and other misc. polish and tuning coming with the update too numerous to list, and full patch notes will be available as we get closer to releasing the update.

Our current plans are to release GU13 next Wednesday, 7/24.

As always, we're excited to hear your thoughts and feedback on the update and these upcoming features, and once again encourage you to check out the changes on Public Test before they go live next week!
See you on Auraxis!

Matthew Higby - @mhigby - Creative Director @planetside2

 
Posté par Luperza


Jeudi 11 juillet 2013
 
Server Downtime for Hotfix July 12, 2013 6AM PDT (3PM CEST)

All servers will come down for maintenance at 6:00 AM PDT (3:00 PM CEST) for a hotfix. Downtime is anticipated to be less than 60 minutes. Players may note the following changes:

Hotfix Patch Notes

    Prowlers can deploy in Sunderer no-deploy zones
    Friendly no-deploy zones can be deployed inand are not shown
    Waypoints can be cleared properly again
    Flyby audio for the Dalton should now match the Zepher
    Magrider cosmetics (such as Gold Trim) have been altered to no longer cover other armor attachments.
    Selected loadouts persist through death
    UI feedback for being unable to capture a point has been fixed
    Replaced some missing text on the cert screen for the G30 Walker
 
Posté par Luperza


Mercredi 10 juillet 2013
 
Server Downtime for Game Update 12 July 10, 2013 6AM PDT (3PM CEST)

All servers will come down for maintenance at 6:00 AM PDT (3:00 PM CEST) for game update 12. Downtime is anticipated to be less than 2 hours. Players may note the following changes:

General Game Updates

    Extended Interactive Tutorial

      Added a new outdoor area to the interactive tutorial which starts after the respawn training. This new area has the following additional training topics:

        Destroying vehicles (tanks)
        AV Turrets
        Jump pads
        Ground vehicle driving
        Vehicle ammo tower
        Gate shield
        Generator overloading

      Added an energy shield that blocks access to the teleporter until the player completes the shooting segment.

    Alert Frequency Changes

      We’ve increased the time between alerts across the board and made further refinements to the population requirements that govern alert launches.
      Recommended Server Chanages
      Recommended servers are now provided for each faction instead of having one set of suggested servers for all new players.

New in the Depot

    More Loadouts

      Three new loadout tabs are unlocked for each class and vehicle as part of Membership

        The member custom loadouts will immediately be unlocked for any current subscribers, and will unlock right away upon membership purchase for any new subscribers
        The member custom loadouts will lock again if the player loses membership – however, the loadout configurations are saved, so if the player renews membership, all previously configured loadout information should be maintained

      Four additional loadout tabs can be unlocked for all classes and vehicles via purchases in the Depot under the Utilities category

    Gold Trim for Main Battle Tanks

      Available in the Early Access category of the Depot.

    Bumpers for Flash

      Equippable in the new Trim Slot
      Gold versions available in the Early Access Category

Infantry Updates

    Improved Damage Feedback
    Improved feedback when getting hit by enemy projectiles.
    Bug Fixes

      Fixed an issue that caused certain corpses to not receive revive attempts
      Fixed some issues with the drop pod deploy radius not always behaving as intended
      Popping in and out of ADS while firing should no longer stop the player model from playing recoil animations in 3rd person

Vehicle Updates

    Fury Changes

      Direct hit damage decreased from 750 to 300
      Resist type for the weapon has improved against vehicles, which partially mitigates this decrease in direct hit damage
      Time to reload increased from 2.5 seconds to 3 seconds

    Bail Out FX

      When a soldier “safe” ejects out of a vehicle, they will now play Bail FX around them. Safe eject is any eject where they are not intended to take fall damage: Galaxies, ESF’s w/ejection seat, Liberator w/ejection seat.

    Bug Fixes

      Sunderer decals now can extend to the hood of the vehicle
      Fixed the missing startup audio for both Vulcan variants

UI Updates

    Platoon Interface Improvements

      Added an icon to the platoon leader
      Added ability to see detailed squad information while in a platoon by clicking the panel for each squad in the platoon management screen

    Point Capture Feedback

      Added a text call out when players are in range of a capture point, but are unable to capture it due to:

        Not having appropriate territory adjacency/lattice connection
        Use of a MAX suit
        Being inside a vehicle

    Improved Vehicle Damage Feedback

      Updated the directional damage arcs that display when you get hit
      The intensity of the arcs are dependent on the normalized damage being received

    HUD Element for SCU Vulnerability

      Added a new element to the facility status panel to communicate the state of the SCU.

        Secure: SCU is active and the shield is active, not vulnerable
        Vulnerable: SCU is active but the shield is down
        Overloaded: SCU has been overloaded but has not yet detonated
        Destroyed: SCU has been destroyed

    Other Miscellaneous Changes

      The UI now shows indicators when vehicle passengers are hitting enemies
      Recon device animation has been changed to show a single pulse instead of two
      If a computer has less than 4GB of memory, only low texture quality will be available in the settings
      Added the ability to bring up the score screen while on the death screen
      Unified the HUD and map squad and instant action deployment functionality

        They now share the same timers and notifications
        Now can only be canceled by pressing the hotkey or clicking the button (i.e. hitting Esc to exit out of the map will no longer cancel the countdown)

      Double-clicking a loadout number from the equipment or vehicle terminal will now equip yourself or spawn the vehicle of the selected loadout, respectively
      Double-clicking a deployment location from the deployment list will now deploy you. Deploy, deployment, deploy, deploy.

    Bug Fixes

      Zebra Vehicle Camo should now be selectable in the loadout menu after purchasing the Mega Vehicle Camo Bundle
      Fixed Ally/Enemy colors not showing correctly on in-world UI icons for explosives
      Added a progress indicator to the redeem a code flow
      Health bars should no longer intermittently display as empty when nanoweave armor is equipped
      Players should no longer receive a revive prompt if they deploy as a teammate attempts to revive them
      Non-members will no longer see an incorrect discount on the member’s sale in the Depot.
      Battle Rifles, MAX AV right, MAX AI right, and MAX AA weapons are now properly tracked on the stats page
      Fixed missing icons for the Walker in the Depot

Facility / Environmental Updates

    Sunderer No Deploy Zones

      Facilities and Outposts on Indar and Amerish now have Sunderer No Deploy Zones.

        These function just like the No Deploy Radius around allied deployed Sunderers
        These zones prevent someone from parking a Sunderer right on top of a capture point, forcing players to fight to the capture points on foot

    Warpgate Rotation

      All faction warpgates have been rotated counter clockwise.

    Bug Fixes

      Fixed an issue preventing players from resupplying consumables while in the VR training zone
      Fixed non-functional teleporters at Arroyo Torre Station
      Fixed a neutral spawn room teleporter at Feldspar Canyon Base
      Replaced the missing south east facing vehicle pad at the Ikanam Bio Lab
      Removed a misplaced stair object at Crux Headquarters on Amerish
 
Posté par Luperza


Mercredi 3 juillet 2013
 
Client Update 07.03.2013

The PlanetSide 2 servers have been updated. Players may note the following changes:

SOE Summer Sizzle items are available to purchase for a limited time only!

    Fireworks Flare Gun
    Sparkler Hood Ornaments
    Patriot Camos

Lumifiber for Sunderer, Flash, and Lightning have been added to the Depot.

 
Posté par RadarX


Mardi 2 juillet 2013
 
New Patriotic Items and Double Experience!

Celebrate this holiday weekend by adopting new patriotic themed items on the Depot! Whether it's adding stars and stripes to your camo, or performing a festive execution of your enemy, you'll find plenty available to get you in the spirit.

Flare Guns

In a common pool and empire specific variety, you'll have access to a variety of designs. Let us know how many kills you get this weekend!

Patriot Camo

Each empire has access to stars and stripes themed camo for armor, vehicles, and weapons.

Sparkler Ornament

Bring the festivity to your entire platoon with sparkling hood ornaments!

Also to increase your fun 100% we are offering double experience from now until Sunday! Get in there and get your pew pew on.

 
 


Mardi 25 juin 2013
 
Server Downtime for Hotfix June 26, 2013 6AM PDT (3PM CEST)

All servers will come down for maintenance at 6:00 AM PDT (3:00 PM CEST) for a brief hotfix. Downtime is anticipated to be less than 75 minutes. Players may note the following change:

Patch Notes

    All ground vehicles now display the correct ranges for their Night Vision and Thermal Optics
 
Posté par Luperza


Vendredi 21 juin 2013
 
Sony Online Entertainment Announces 2013 G.I.R.L. Scholarship Winner

SAN DIEGO – June 20, 2012 – Sony Online Entertainment LLC (SOE) today announced that Esther Wu of Brooklyn, New York has been named the winner of the 2013 Gamers in Real Life (G.I.R.L.) Scholarship. Now in its sixth year, the scholarship program was established to encourage women to pursue careers in the video game industry in the areas of development and design.

Wu, a student at Savannah College of Art and Design in Savannah, Georgia, was awarded a $10,000 scholarship to use for her college tuition and other educational expenses. In addition, she will spend 10 weeks on a paid internship at SOE’s headquarters in San Diego. Following graduation, Wu aspires to work as a concept artist on AAA video games.

“It’s exhilarating to be selected for this amazing opportunity to work alongside some of the industry’s best game artists at SOE in California,” said Wu. “I think this competition is important because it represents a stepping stone for artists and helps build awareness about gender in the work environment.”

As part of the competition, finalists were asked to submit two pieces of original concept art inspired by either PlanetSide 2® or EverQuest®II, and an essay discussing their views on women in the gaming industry. The submission was reviewed by a panel of judges from Sony Online Entertainment. Wu’s winning art entry was inspired by the vehicles and characters inPlanetSide 2. Her goal with the piece was to transform the general design and add new perspective.

“As public conversation on gender issues evolves, SOE is committed to leading by example and providing talented women with relevant experience in the games industry,” said Laura Naviaux, Senior Vice President of Global Sales and Marketing, Sony Online Entertainment. “We urge more organizations to consider similar scholarship programs focused on encouraging these talented artists and designers –we need more women in this industry.”

“Esther’s entry exhibited both creativity and an impressive level of concept skills,” said Joe Shoopack, Director of Artist Development, Sony Online Entertainment. “Every year the entries continue to impress us more, showcasing the incredible talent of student artists and designers across the country.”

For the 2013 internship and scholarship, Sony Online Entertainment received applications from students at universities across the country. The G.I.R.L. submission phase closed on March 29, 2013. Scholarship America®, SOE’s scholarship administrator, narrowed down the submissions to a pool of semi-finalists based on certain eligibility criteria.

For more information about G.I.R.L., please visit www.girl.soe.com. To follow G.I.R.L. on Twitter, go to https://twitter.com/SOE_GIRL or to join G.I.R.L. on Facebook, go tohttp://tinyurl.com/SOE-GIRL.

To view more art from this year’s G.I.R.L. winner, visit her on Facebook at:https://www.facebook.com/pages/Art-of-EWHekaton/613279038689659.

Media assets are available here: http://bhimpact.gamespress.com/product_page.asp?i=1213.

About Sony Online Entertainment LLC

Sony Online Entertainment LLC (SOE) is a recognized worldwide leader in massively multiplayer online games. Best known for its blockbuster hits and franchises, including EverQuest®, EverQuest® II, Champions of Norrath®, PlanetSide®, Free Realms®, Star Wars®: Clone Wars Adventures™, DC Universe™ Online, and the recently launched PlanetSide®2, SOE creates, develops and provides compelling online entertainment for a variety of platforms. SOE is building on its proven legacy and pioneering the future of online worlds through creative development and inspired gameplay design for audiences of all ages. To learn more, visit www.soe.com.

SOE, the SOE logo, EverQuest, Champions of Norrath, PlanetSide and Free Realms are registered trademarks of Sony Online Entertainment LLC. All other trademarks and trade names are properties of their respective owners.

All rights reserved.

About Scholarship America®

Scholarship America® is a national education service organization that mobilizes support for students getting into and graduating from college. Scholarship America has distributed more than $2.9 billion in scholarship assistance to more than 1.9 million students over the last 50 years. Scholarship America’s programs, which include Dollars for Scholars®, help fund both entry-level and multi-year scholarships, as well as emergency financial grants. More information is available at www.scholarshipamerica.org.

Originally posted: https://www.soe.com/news?view=soe-girl-scholarship-winner-2013

 
Posté par Luperza


Vendredi 21 juin 2013
 
Game Hotfix June 21, 2013

The PlanetSide 2 clients have been updated to address a few outstanding issues. There is no downtime associated with this update and players may note the following changes:

Patch Notes

    Invalid String should no longer appear when creating a Platoon.
    The Terran Republic Bahamut mask will now apply camo.
    The roof on large spawn rooms should now appear correctly again.
    The mysterious invisible walls at the bottom of the outpost tower teleporter room have been fixed. You will be able to pass through if you do not own the tower. Be warned however the pain field is still active in this small hallway.
 
Posté par RadarX


Jeudi 20 juin 2013
 
Server Downtime for Game Update 11 June 20, 2013 6AM PT (3PM CEST)

All servers will come down for maintenance at 6:00 AM PT (3:00 PM CEST) for game update 11. Downtime is anticipated to be less than 2 hours. Players may note the following changes:

General Game Updates

    Continental Domination Thresholds

      Domination requirement for securing continent benefits has been 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.
      The Map Statistic for Territory Control now has a visual representation of the thresholds where benefits will be gained and lost.
      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 out in a single facility.

    Resource Cost Increases for Tanks and MAXes

      The below are the new resource costs for each vehicle type and the MAX unit.

        Flash: 100
        Sunderer: 400
        Lightning: 300
        Magrider: 450
        Vanguard: 450
        Prowler: 450
        Scythe: 250
        Reaver: 250
        Mosquito: 250
        Liberator: 350
        Galaxy: 350
        Harasser: 300
        MAX: 350

    Map Tutorial

      It is accessed by clicking the help button at the top of the screen
      This can be accessed by anyone at any time.

    Interactive Tutorial Additions

      Tutorial Intro now includes a list of covered topics and an estimated time to complete
      Infiltrator segment now also mentions holding breath to stabilize scope sway
      Warpgate Terminal now highlights the highest non-queued continent instead of always Indar
      The “Skip Tutorial” option is no longer available if the account does not have any existing characters.

        Subsequent characters will have the option to skip the tutorial

      Several minor tweaks and fixes to the tutorial to improve usability

    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.

    New in VR

      Cosmetic items for infantry and vehicles should now be available in the VR training zone

New in Depot

    New Helmets
    The long-awaited shemaghs have arrived!
    New Liberator Glass Decals
    Three new and exciting colors for each empire.
    Camo Bundles
    Coming Soon: Keep an eye out for limited time camo bundles at a ridiculous discount.
    Ground Vehicle Lumifiber Trim
    Coming Soon: New Lumifiber Trim for your Sunderer, Lightning, Flash and Harasser

General Infantry Updates

    Player Movement

      Reduced infantry traction. Players will now decelerate before accelerating to their max speed when quickly changing directions while moving.
      Reduced player warping
      The above should help reduce issues with ADAD
      Walking over small ledges will no longer cause iron sights and optics to play the jump animation.

    Better Visibility for Friendly Explosions

      HUD indicator range for friendly explosives increased from 10 meters to 30 meters.
      Improved IFF for Friendly Infiltrators
      Any cloaked infiltrators that are part of your faction are now highlighted in your faction color.
      This change has no impact on enemy units.

    All IR/NV attachments

      Added scope sway
      dded a short delay when transitioning into this scope

    Improved IFF for Friendly Infiltrators

      Any cloaked infiltrators that are part of your faction are now highlighted in your faction color.
      This change has no impact on enemy units.
      Improvements to Drifter Jump Jets
      Light Assault Drifter Jump Jets have been enhanced to provide a speed boost while using them on flat ground
      These should now provide a new alternative gameplay role for Light Assault
      Underbarrel Attachments
      All underbarrel attachments have been removed from the weapon selection list. They are now mapped to the primary weapon key. Press 1 (default) to toggle between the primary weapon and its attachment.

    Miscellaneous Changes

      The last rank of the Repair Tool now allows Engineers to deconstruct enemy tank mines. This will reward the Engineer experience.
      Placed C-4 now has a visible light attached, similar to placed personal mines.
      The default infantry attachment toggle key is now “X”. This will only apply to new installs. Existing clients will still have the previous default of “L”, which can be re-mapped in the settings.

    Bug Fixes

      Fixed personal mine particle effects not showing if you were far away when the mine was first placed.
      The scope sway pattern no longer resets each time you exit the scoped view.
      Distortion effect on the active Zealot Overdrive has been reduced to one quarter of its original size
      Medics and Engineers should no longer lose their heal tool and repair tool/ammo pack while in the VR zone.
      Fixed third person character models never aiming below “level” while firing
      Fixed a problem causing the Medic triage ability to not function properly while in a Harasser
      The VS Infiltrator Crested Helmet should no longer cause players heads to disappear at certain distances
      Fixed a problem preventing the Female TR Combat Medic composite helmet from displaying properly
      Cloaked Infiltrators will now correctly show bullet hit impacts when they are cloaked with shields down.

MAX Ability Tuning

    VS MAX: Zealot Overdrive

      The amount of additional damage received while Zealot Overdrive is active has been increased from 25% to 30%.
      Reduced the indirect damage buff for Bursters when using Zealot Overdrive

        Rank 1: Indirect damage increase reduced from +15% to +5%
        Rank 2: Indirect damage increase reduced from +18% to +7%
        Rank 3: Indirect damage increase reduced from +22% to +9%
        Rank 4: Indirect damage increase reduced from +26% to +12%
        Rank 5: Indirect damage increase reduced from +30% to +15%

    TR MAX: Lockdown

      Reduced the rate of fire for MAX Burster when using Lockdown.
        Rank 1: Fire rate increase reduced from +13% to +5%
        Rank 2: Fire rate increase reduced from +16% to +9%
        Rank 3: Fire rate increase reduced from +20% to +13%
        Rank 4: Fire rate increase reduced from +23% to +16.5%
        Rank 5: Fire rate increase reduced from +26% to +20%

      Adjusted reload time increase for MAX Bursters while using Lockdown.

        Rank 1: Reload speed changed from +15% to +10%
        Rank 2: Reload speed remains at +20%
        Rank 3: Reload speed increased from +25% to +30%
        Rank 4: Reload speed increased from +30% to +40%
        Rank 5: Reload speed increased from +35% to +50%

Weapon Updates

    NS-10 Burster

      The effectiveness of MAX Bursters at extreme ranges has been reduced by the introduction of movement penalties and accuracy loss over sustained fire. Details below.
      Detonation range of flak reduced from 5 meters to 4 meters
      Added blooming to the CoF of 0.2 degrees per shot
      CoF can now bloom from a minimum of 1.25 degrees to a maximum of 3 degrees
      Minimum CoF is at 1.25 when stationary
      Minimum CoF is at 1.75 when moving
      Minimum CoF is at 2 when sprinting
      Minimum CoF is at 3 when jumping
      CoF recovery time for all states reduced from 20 degrees per second to 10 degrees per second

    NC NC05 Jackhammer

      The Jackhammer’s burst fire mode now has unique properties. It will fire at double the fire rate of the semi-auto fire mode, with the weapon needing to be chambered after each burst. In addition, the default magazine size of the weapon has been increased from 6 to 9 rounds. Details below.
      Default ammunition capacity increased from 6/48 to 9/54
      Extended ammunition now gives +3 to the weapon’s capacity
      Semi-auto rate of fire reduced from 255 to 225 rounds per minute
      Burst mode now fires at double the semi-auto rate of fire, with the weapon needing to be chambered after each burst
      Minimum damage reduced from 90 to 70
      Long reload time increased from 3.5 seconds to 3.6 seconds
      Short reload increased from 2.0 to 2.6 second
      Added default iron sights and optic attachments

    TR T7 Mini-Chaingun

      This weapon now fires immediately at a reduced fire rate and then ramps up over time to its listed fire rate. The spin up delay has been removed. The hip accuracy changes will result in greater accuracy over sustained fire.
      Projectile speed increased from 550 m/s to 600 m/s
      Aimed stand-moving accuracy improved from 0.9 to 0.45.
      Aimed crouch-moving accuracy improved from 0.3375 to 0.3.
      Hip accuracy decreased by 0.25 in all movement stats. Hip accuracy bloom improved from 1.0 per shot to 0.5 per shot.
      Long reload time increased from 4.0 seconds to 5.39 seconds
      Short reload time increased from 3.4 to 4.39 seconds
      Minimum damage reduced from 125 at 65 meters to 112 at 60 meters.
      Vertical recoil reduced from 0.268 to 0.2.
      First shot multiplier increased from 1x to 3x.
      Minimum horizontal recoil increased from 0.1 to 0.225.
      Equip time increased from 0.9 seconds to 1.1 seconds.
      New fire audio

    VS Lasher X2

      The Lasher has been given multiple small improvements that should make it competitive in more situations. In addition, ally players will now a resist a percentage of the Lasher’s area of effect damage.
      Rate of fire increased from 300 rounds per minute to 333 rounds per minute.
      Max damage increased from 225 to 230.
      Min damage increased from 175 at 60 meters to 180 at 65 meters.
      Ally players now resist the area of effect damage by 75%.
      Long reload time lowered from 5.4 seconds to 5.2 seconds
      Short reload time lowered from 4.374 to 4.2 seconds
      Vertical recoil increased from 0.2 to 0.4.
      First shot recoil reduced from 2.0 to 1.5.
      Horizontal recoil increased from 0/0 minimum maximum to 0.1/0.2.
      Recoil recovery rate reduced from 18 to 15. Removed the recoil recovery acceleration. The end result is a faster recoil recovery speed.
      Aimed crouch/crouch-moving/stand accuracy improved from 0.4/1.2/0.5 to 0.3 in all states.
      Aimed stand moving accuracy improved from 2 to 0.5.
      Fixed a bug that was causing the hip accuracy to be displayed lower than its actual values.
      Hip accuracy reduced from 0.24/0.75/0.24/1.5 to 1.0/1.5/1.5/2.0
      Hip cone of fire per shot increased from 0.05 to 0.1
      Added optic attachments.

    NC Mauler S6, TR FA1 Barrage, and VS Thanatos VE70 shotguns

      Maximum damage reduced from 134 to 130
      Minimum damage reduced from 60 to 50
      Slug ammunition minimum damage reduced from 360 to 334
      Long reload changed from 2.05 seconds to 2.1 seconds
      Short reload changed from 3.35 seconds to 3.22 seconds

    NC NC12 Sweeper, TR TS4 Haymaker, and VS Nova shotguns

      Maximum damage reduced from 134 to 130
      Minimum damage reduced from 60 to 50
      Slug ammunition minimum damage reduced from 360 to 334
      Long reload changed from 2.8 seconds to 3.0 seconds
      Short reload changed from 4.1 seconds to 4.0 seconds

    NC AF-57 Piston, TR AS16 NightHawk, and VS Pandora VX25 shotguns

      Maximum damage reduced from 134 to 125
      Minimum damage reduced from 50 to 45
      Slug ammunition minimum damage reduced from 360 to 334

    NC GD-66 Claw, NC LA39 Bruiser, TR TRS-12 Uppercut, TAS-16 Blackjack, VS Phobos VX86, and VS Deimos VA29 shotguns

      Maximum damage reduced from 134 to 130
      Minimum damage reduced from 60 to 50
      Default ammunition capacity reduced from 5/30 to 4/28

    NC MAX NCM1 Scattercannon and NC MAX AF-23 Grinder

      Maximum damage reduced from 134 to 130
      Minimum damage reduced from 60 to 50
      Maximum damage range increased from 5 to 8 meters

    NC MAX AF-34 Mattock

      Minimum damage reduced from 90 to 70
      Maximum damage range increased from 8 to 10 meters
      Minimum damage range increased from 28 to 30 meters

    NC MAX AF-41 Hacksaw

      Maximum damage reduced from 134 to 125
      Minimum damage reduced from 50 to 45
      Maximum damage range increased from 8 to 10 meters

    Bug Fixes

      Adjusted Lasher geometry to help address issues with it getting in the way of the fire animation.
      T-7 Mini-Chaingun can no longer bypass it’s spinup time by firing and looking down sights
      Fixed an issue with the first person revolver reload animation that could occur if you used the quick knife during the reload
      Fixed a bug that could cause default scopes to appear as available for all rocket launchers
      Newly acquired SMGs will now display the correct number of “Kills to next medal”
      Corrected an error that swapped the Vortex VM21 Left and Right weapons in the certification menu
      Fixed an issue that would break animations for a player that died while charging a lancer and aiming down sights

General Vehicle Updates

    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

    Gunner Heading on Schematic

      Added a display for gunner heading to the vehicle schematic on the HUD.

    Vehicle Night Vision Optics

      Vehicle Night Vision Optics no longer highlights enemies
      Thermal Optics still highlight enemies
      To compensate, Night Vision has a longer range than Thermal Optics

    Miscellaneous Changes

      Pulled the third person camera for Main Battle Tanks and Lightnings out about 1 meter
      Adjusted all vehicle ammo capacity certification tooltips to display the amount added instead of displaying what the new total ‘could’ be

    Bug Fixes

      Fixed issue where vehicle diagram turned red before the vehicle actually caught fire.

Vehicle Weapon Updates

    G30 Vulcan

      G30 Vulcan has been given a one second spin up time but has also been update to be more effective at range and have a larger magazine size. The Vulcan still fires during the spin up time, but at a reduced rate.

        Projectile gravity decreased from 5 to 2.5
        Minimum Cone of fire decreased from 0.5 to 0.25
        Cone of Fire recovery rate increased from 1 to 6.25
        Clip size increased from 30 to 60

          Magazine size ranks reduced from 3 per rank to 2 per rank

        Maximum Ammo Capacity increased from 450 to 900

          Ranks increased from 30 to 60 per rank.

        Added a spin up time of 1000ms
        Fire rate at spin up starts at 200ms and moves towards 75ms
        Minimum damage ranged increased from 300 meters to 500 meters
        Minimum damage on Harasser variant increased from 80 to 85
        Minimum damage on Prowler variant decreased from 110 to 90. With changes to extend the minimum damage range, it should still do 110 damage at the old minimum damage range of 300 meters.
        New fire audio.

    Skyguard

      Projectile Speed increased from 375 to 400
      Magazine size increased from 50 to 70

        Ammo Capacity Increased from 750 to 1050
        Amount granted from certifications increased from 60 to 70 per rank.

      Reload Speed Certification increased from -60ms per rank to -100ms per rank.

    C75 Viper

      Projectile gravity decreased from 10 to 4
      Inner Radius Splash range reduced from 1 meter to 0.5 meters

    M20 Basilisk

      CoF reduced from 0.75 to 0.5
      Projectile Speed increased from 500 to 600.

    M20 Drake

      CoF reduced from 0.66 to 0.5

    ML85 Enforcer

      Inner Radius Blast damage reduced from 450 to 150

    Saron HRB

      Inner Radius Blast damage reduce from 850 to 350
      Max CoF reduced from 2 degrees to 1 degree. This should extend its effective burst fire range.

    M40 Fury (Flash Version)

      Ammo capacity reduced from 75 to 30.
      Ammo capacity certifications reduced from 15 to 5 grenades per rank

    Xiphos Anti-Personnel Phalanx Turrets

      Increased maximum turn speed for quicker aiming
      Should now fire empire colored tracers (instead of all of them being yellow).

Vehicle Appearance Slots

    Added additional appearance slots to all vehicles, allowing you to fully customize your vehicle with multiple appearance items. Below you will find an example of the new slots available today, but keep in mind that not every vehicle will have all of the slots open to them.

    Ground Vehicles

      Camo (various camo patterns)
      Decals (various decals)
      Exterior (bumpers, fenders, grills, cosmetic armor)
      Horns (vehicle specific horns)
      Trim (lumifiber, future vehicle trim)
      Lighting (Chassis Lights)
      Tire (hubcaps, tire spikes)
      Antenna (Flash Antennas)
      Windshield (Harasser windshields)

    Aircraft

      Camo (various camo patterns)
      Decals (various decals)
      Cockpit (cockpit glass)
      Exterior (fins)
      rim (lumifiber, future vehicle trim)

UI Updates

    Loadout Screen Improvements

      Now displays locked, unlocked, and upgradable cert items (like scopes, abilities, suit mods, etc)
      Now displays un-owned slot items
      Added quick weapon switch arrows
      Will display the last used loadout per class by default

    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
      Squad members in vehicles now display an icon to denote that status. This icon is color coded (green for open slots, grey for none) to show if the vehicle is full or has more room for passengers/gunners.

    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

    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

    Other Miscellaneous Improvements

      Experience reward text will still appear, even when an experience threshold has been hit
      Revives remove the death stat received
      Cached several UI menus to decrease load times
      When clicking on the Squad Deploy or Instant Action button, the map will move to show you where you’ll spawn
      Region Names will display when mousing over a waypoint HUD indicator
      Expired Bundles in the Depot will no longer display
      Made a visibility pass on NC vehicle HUDs to help them stand out better against Indar environments

    Bug Fixes

      Fixed common pool weapons displaying faction icons in the depot
      Fixed an issue causing the fire mode on the weapon stats UI to be too small to read
      Fixed incorrect text strings displaying on faction specific weapons
      Fixed an exploit that allowed players to circumvent visions restrictions with aiming down sights by activating the scoreboard or not drawing the HUD
      Fixed missing vehicle weapon utilities and ammo attachment certs missing from the VR zone
      Turret and vehicle IFF indicators will now hide themselves when you don’t have line of sight

Facility / Environment Updates

    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)

      Destroying a facility SCU will now disable the shields and painfield in the facility spawn room.

    Bug Fixes

      Fix for issues causing the environment and other assets to flicker in and out of view
      Ammo towers should properly render in the VR training zone
      Players should no longer be able to get inside collision at certain areas of the Tawrich Tech Plant
      Jump pads as the spawn room of the Peris Amp Station should now work correctly
      Fixed the missing SCU shield generator at Mani Bio Lab
 
Posté par Luperza


Mercredi 19 juin 2013
 
Creative Director's Letter - Game Update 11 June 19, 2013

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!

 
Posté par Luperza


Lundi 17 juin 2013
 
SOE Maintenance June 18, 2013 at 7 AM PDT

Important: We will perform maintenance beginning at 7:00 AM Pacific* on June 18, 2013. This will impact the following services:

    Account management will be unavailable for 30 minutes.
    Commerce transactions, including purchases on our websites and in-game marketplaces, will fail until 7:30 AM Pacific Time*
    Pay Pal and SMS Transactions will fail until 9 AM Pacific Time*
    Login for all SOE forums may be affected. You may lose permissions and experience occasional disconnects from 7 AM Pacific until 9 AM Pacific*
    Login for all SOE games may be affected from 7 AM Pacific until 9 AM Pacific*
    Players who are already logged into game may be disconnected and unable to log back in until 9 AM PDT*

We apologize for this interruption and will resume all affected services as soon as the maintenance is completed.

 
Posté par Luperza


Vendredi 14 juin 2013
 
Server Maintenance June 14, 2013

All servers are down for maintenance for a brief hotfix. Downtime is expected to be less than 2 hours. Players may note the following changes:

Patch Notes

    Adjusted the pricing of the Harasser Enforcer weapons
    New Hyper boosts have been added to the marketplace for a limited time
 
Posté par RadarX


Vendredi 7 juin 2013
 
Server Downtime for Hotfix June 7th, 2013 6AM PT (3PM CEST)

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

Patch Notes

    Weapons should no longer be able to get stuck in firing state
    AV turrets should no longer have trouble firing at certain angles
    Infiltrators should not be visible to IRNV optics at any setting
    Fixed vehicles that were missing glass
    Addressed a number of weapon attachments not fitting properly
    Addressed a couple of camera alignment issues on weapons
    Liberator CAS30 tank burster tracers improved
    Added missing icon for the T5 AMC
    Set consumable unlock sound back to normal
    Fixed a grav pad at Onatha Biolab on Amerish
    Fixed a few base shield issues at Amp Stations
    Biolab SCU notification audio should play correctly again
    Esamir Mani Biolab SCU fixed
    Fixed descriptions on a couple of Harasser windshields
 
Posté par Luperza


Mardi 4 juin 2013
 
Server Downtime for Game Update 10 June 5th, 2013 6AM PT (3PM CEST)

All servers will come down for maintenance at 6:00 AM PT (3:00 PM CEST) for game update 10. Downtime is anticipated to be less than 2 hours. Players may note the following changes:

Alert Updates

    General

      Taking all facilities of the specified type will win the alert for your empire immediately
      If time expires without an empire claiming all of the specified facility type, the reward is divided between all empires based on the percentage of the facility type owned when the alert expires.

    New Alert Types

      There are 11 new alerts that focus on taking specific installations across Auraxis or on specific continents:

        Capture Biolabs (global)
        Capture Tech Plants (global)
        Capture Amp Stations (global)
        Capture Biolabs: Amerish
        Capture Tech Plants: Amerish
        Capture Amp Stations: Amerish
        Capture Biolabs: Indar
        Capture Tech Plants: Indar
        Capture Amp Stations: Indar
        Capture Biolabs: Esamir
        Capture Amp Stations: Esamir

New in the Depot

    Added Harasser Windshield Guards and Sunderer Tire Spikes

Infantry Updates

    Weapon Art

      The following weapons have had their cosmetic look updated:

        NC: Razor GD-23, Carnage BR, and LA1 Anchor
        TR: T5 AMC, TAR, MSW-R, T16 Rhino, T32 Bull
        VS: Ursa and Corvus VA55

    Toggle Zoom

      Toggle zoom is now canceled when any of these actions are taken:

        Reload
        Weapon swap
        Melee
        Toss a grenade

    Bug Fixes

      Optic attachment and iron sight views have been made more consistent across all three empires.
      Muzzle flashes are now visible for the full render distance of infantry.
      Shotgun slug ammunition now uses a tracer that is similar to sniper rifles.
      Tracers are now more visible during the daytime.
      NS tracers are now white.
      Reduced acceleration/deceleration speeds of MAX units with Zealot Overdrive active to minimize third person warping.
      Fixed the missing audio when cocking a bolt action rifle for TR and NC.
      Ammo clip for the LA1 Anchor should no longer appear to float below the weapon model
      Updated the Adrenaline Shield and Medic Tool descriptions with correct values. No functionality was changed.
      Added a speculative fix for an issue where players sometimes accept a revive, but stay stuck on the deploy screen until they are killed again
      Walking forward and right while holding out C4 will no longer cause issues
      Added 1st person audio for the TR MAX while in lockdown
      Lock on rocket launchers will no longer fire “ghost” rockets if you fire them immediately upon lockon
      Night vision fixed for low and medium graphics settings

Vehicle Updates

    Vehicle Projectiles Now Originate from the Camera
    This should makes shots more reliably line up with the crosshair and reduce issues when the muzzle of the weapon is offset from the camera by a large amount.
    AMS Sunderer Deployment Area Change
    The anti deploy radius for AMS Sunderers has been reduced to 130 meters, so Sunderers are able to deploy more closely to each other than before.
    Flash and Harasser Airborne Control
    Steer left and steer right will now cause the Flash and Harasser to roll slightly when airborne.

    Bug Fixes

      Fixed an issue where sometimes a vehicle turret’s camera would stutter to the left/right when the vehicle was in motion.
      Players in the rumble seat of the Harasser should no longer be able to hit the vehicle when firing with the exceptions of the repair tool and physics based projectiles (C-4, grenades, etc)
      Players in the gunner seat of the Harasser should no longer be able to hit players in the rumble seat when firing
      The Halberd maximum ammo capacity tooltip has been corrected to match the cert functionality
      Harasser chassis lights should now display properly when activated
      Fixed an issue that would cause significant visual issues (black dots) when being fired on by the Scythe
      Fix for Magrider proximity radar not working correctly
      Fix for various issues with Lumifiber effects

UI Updates

    Customizable Squad Colors for Platoons
    Players can now customize their squad colors with a dropdown color picker on each squad name in the platoon management screen

      This is personal/client-side only – platoon leaders don’t pick everyone’s colors

    Find Facilities Feature on Map
    We have added a search field to the map to locate facility by name.
    Streamlined Kill Notifications
    The text for these notifications was made smaller and will no longer display outfit tags or titles to help mitigate issues with name text being cut off.
    Connected Facility Indicators
    We added HUD indicators to show connected facilities:

      These share the same states as the facility indicators on the map (capture progress, cap time, ownership, etc)
      These should go away once you’re within the facility area
      These only show the detailed information (name, cap time, distance) when you look directly at the indicator

    Enemy Health Bar Change
    Enemies farther than ten meters away will no longer display health bars when spotted; this applies to both infantry and vehicles.

    Misc. UI Changes

      Current vehicle weapon name is now displayed above the HUD ammo counter
      Vehicle weapon switch icon now briefly appears when switching weapons or when changing seats
      Alert icons added to map and warpgate terminal screen for continent-specific alerts
      Added a notification for when a “next alert” timer starts counting down
      Added continuous zoom to the minimap
      Tweaked some HUD text to be more legible during the day
      A general notification and chat message is sent when a squad or platoon waypoint is added or updated.
      Waypoint indicators now display region name when highlighting with reticule

    Bug Fixes

      Fixed issue with capture timers not displaying correctly under certain circumstances
      MAX bundles will now describe which arm the weapon is for
      Bundles in the bundle category should now list the contents in the detail pane
      Fixed an issue where logging out and back in on the same character will leave the XP bonus displaying as 0 for a short time
      Previewing an item in a bundle should now give the option to preview it on a character or vehicle
      Q menu controls are no longer inverted if the mouse axis is inverted

Facility Updates

    Warpgate Rotation

      Faction warpgates have been rotated counter-clockwise

    New Ammo Towers Added on Indar

      Ammo Towers were added to the former facility satellites and to the Seabed Listening Post.

    SCU Shields

      SCU shields on Amp Stations and Tech Plants will now disable when the capture has reached 50% instead of 75%.
      Bio Lab SCU Shields are once again controlled by the generator and no longer disable based on capture percentage.

    Bug Fixes

      Addressed some LOD issues at low graphics settings for interior facility structures
      Fixed a broken garage shield at Allatum
      Addressed a terminal that was clipping into other objects at Scarred Mesa Skydock
      Fixed a bug that showed the Saurva Overflow Depot redeployment location at an incorrect spot on the map
 
Posté par Luperza


Vendredi 24 mai 2013
 
Server Downtime for Hotfix May 24th, 2013

All servers will come down for a brief moment through out the night. Players will receive a 15 minute notification in-game prior to the downtime. Hotfix will address the following outstanding issue

    Fixed an issue with Tech Plants and Amp Stations garage shields; The shields would go down and come back up prior to the generators being fully repaired. This should now be fixed.
Downtime is anticipated to be less than 5 minutes.
 
Posté par Luperza


Jeudi 23 mai 2013
 
Summer Kick-Off Sale

Salutations, Auraxians!

This weekend we've got some hot deals and cool prices to kick off your summer. From May 25th to May 27th* hop in game for a double experience weekend, new summer Palm armor, vehicle and weapon camo and a Summer Fun Decal. Along with a new set of Retracted helmets! Enjoy the summer fun while gazing at the battlefield through your new head gear. 


Retracted Foreman Helmet for the New Conglomerate


Retracted Predator Helmet for the Terran Republic


Retracted Aurora Helmet for the Vanu Sovereignty

I'll defintely be getting myself the Retracted Aurora Helmet. Staring contests are a valid form of PvP, right?

See you on the battlefield, soldier!

Luperza

 
 


Jeudi 23 mai 2013
 
Server Downtime for Hotfix May 24th, 2013 6AM PT (3PM CEST)

All servers will come down for maintenance at 6:00 AM PT (3:00 PM CEST) for a brief update to address a few outstanding issues. Downtime is anticipated to be less than 2 hours. Players may note the following changes:

Hotfix Patch Notes

    Art

    • Maniac helmet should appear correctly from all distances now
    • Fixed a graphics corruption that could occur looking at certain particle FX
    • Addressed issue where first person arms and weapon could shake when jumping into a Harasser

    Vehicles

      G30 Vulcan-H

      • Damage increased from 95 to 110

      Enforcer ML85/65

      • Increased projectile speed from 200 to 300
      • Inner Blast damage decreased from 1000 to 450.

      Saron HRB

      • COF Max reduced from 6 to 2 (recovery rate changed from 12 to 4)
      • Changed to semi-automatic fire instead of full auto
      • Inner Blast damage increased from 350 to 850.

    Facilities

    • Eisa SCU back to its rightful place
    • Onatha jump pads fixed
    • Fixed Ceres Farms capture restriction issue
    • Fixed a number of locations on Indar where flora where was appearing in the wrong place
    • Pain fields fixed at these locations:

      • Crown
      • Zurvan
      • Peris
      • Allatum
 
Posté par Luperza


Mercredi 22 mai 2013
 
Server Downtime for Game Update 09 May 22nd, 2