Planetside 2..Free to play..and looking awesome so far!

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Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
14
81
www.markbetz.net
is it just me or has bug-abusing and hacking increased as of late?

I don't know, I never know if what I'm seeing is a hack or server glitch or what. I've seen a lot of people flickering and jumping around lately, including air vehicles, but that's too easily dismissed as server issues.
 

WelshBloke

Lifer
Jan 12, 2005
31,383
9,281
136
I don't know, I never know if what I'm seeing is a hack or server glitch or what. I've seen a lot of people flickering and jumping around lately, including air vehicles, but that's too easily dismissed as server issues.

I've been getting that bug where your frame rate suddenly starts dropping then the sky box starts flashing and you either crash or it sorts itself out.

Pretty sure I'm glitching like hell when that happens.
 

dighn

Lifer
Aug 12, 2001
22,820
4
81
I don't know, I never know if what I'm seeing is a hack or server glitch or what. I've seen a lot of people flickering and jumping around lately, including air vehicles, but that's too easily dismissed as server issues.

Once I spawned outside the map and then died. Then I spawned normally, but started glitching randomly all over the place, through walls and zooming across the map etc. and then fell a few kilometers below the map and died.
 
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Broheim

Diamond Member
Feb 17, 2011
4,587
2
81
I don't know, I never know if what I'm seeing is a hack or server glitch or what. I've seen a lot of people flickering and jumping around lately, including air vehicles, but that's too easily dismissed as server issues.

that's a lag/rendering issue most of the time.

but 90% of the time I encounter someone cheating, it's a vanu...
 

JTsyo

Lifer
Nov 18, 2007
11,810
946
126
Yesterday I fired off some HAWKs and most of them hit. I was surprised. Seems they fixed them since the last change.
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
14
81
www.markbetz.net
that's a lag/rendering issue most of the time.

but 90% of the time I encounter someone cheating, it's a vanu...

They are scumbags, those Vanu. TR doesn't have to cheat, of course. They just point their little spray guns and people fall over.
 

dighn

Lifer
Aug 12, 2001
22,820
4
81
They are scumbags, those Vanu. TR doesn't have to cheat, of course. They just point their little spray guns and people fall over.

The TR on my server just stomps everyone with their 50%+ population on Indar (Connery).
 
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Broheim

Diamond Member
Feb 17, 2011
4,587
2
81
The TR on my server just stomps everyone with their 50%+ population on Indar (Connery).

ever since ultimate empire showdown all the sheeple seems to have switched from vanu to TR on Ceres and TR now has the pop advantage (NC is underdog as usual).

btw. it dawned on me why I have to deal with all these insane magrider zerks. magriders are stupid easy to use and drive so pretty much every vanu will use them. Vanguards on the other hand will take some skill to use effectively so most people don't use them. I'm not sure about the TR MBT because I hardly ever see it around so I guess it's just plain crappy.
 

dighn

Lifer
Aug 12, 2001
22,820
4
81
magriders are especially well suited to zerging because they can hover over other tanks and move side ways to clear congestion quite easily. put on a chassis upgrade or two and it becomes a pleasure to drive around. though i've lost count of the number of times i've tk'ed or been tk'ed because of the thing.
 

imaheadcase

Diamond Member
May 9, 2005
3,850
7
76
I dropped 400 certs on that reaver upgrade that lets you hover, forgot name. You can almost turn 360 in one spot with it, i can even make straight lines up cliffsides. lol
 

bescumber

Junior Member
Jan 31, 2013
2
0
0
Honestly, I don't really see a lot of balance issue outside of one: Liberators raining down hell on outpost spawn barracks. There should be some sort of canopy over the barracks that give infantry some sort of mobility/cover and a chance to escape in multiple directions.

I heard they are putting tunnels in and out of these points in the near future to help with this. Maybe this will help?
 

SunnyD

Belgian Waffler
Jan 2, 2001
32,674
146
106
www.neftastic.com
I heard they are putting tunnels in and out of these points in the near future to help with this. Maybe this will help?

As far as I know this only applies to the large facility spawn rooms. I've also seen them mention something about additional "safer" exits for control towers as well. But what I'm talking about more are the even smaller outposts where the barracks is literally a small shoebox of death with 2 doors and a wide open field of view from pretty much every angle.
 

BrightCandle

Diamond Member
Mar 15, 2007
4,762
0
76
As far as I know this only applies to the large facility spawn rooms. I've also seen them mention something about additional "safer" exits for control towers as well. But what I'm talking about more are the even smaller outposts where the barracks is literally a small shoebox of death with 2 doors and a wide open field of view from pretty much every angle.

Yep if a small squad rolls in it can easily lock down the spawn room with a few men and then there is no hope of defending it without someone outside clearing a door. That is kind of good in a way because the small squad might not have turned up with any form of spawn point whatsoever. But its a real pain in the big fights to get boxed in so easily.
 

Red Storm

Lifer
Oct 2, 2005
14,233
234
106
If it's just a small squad holding a small group inside their spawn, they could go MAX and charge out.
 

SunnyD

Belgian Waffler
Jan 2, 2001
32,674
146
106
www.neftastic.com
If it's just a small squad holding a small group inside their spawn, they could go MAX and charge out.

Not really... because it's never usually a "small squad" attacking. It's usually about 20+ people covering the spawn room exits at the same time, about 4 or 5 on each door.

What I'm talking about, again, are the small outposts scattered around that have 2 doors and pretty much wide open field of views that end up having a liberator or two sitting right on top of bombing the shit out of anyone that steps out, and usually a couple of tanks with HE rounds to mop up if needed.

The tunnels and stuff will only slightly mitigate the larger facility issues - that fight will just mean a faster, more aggressive push to take out the SCU as quickly as possible now. It will still give very little incentive for defenders to spawn at an overrun base to try to retake it.
 

JTsyo

Lifer
Nov 18, 2007
11,810
946
126
As far as I know this only applies to the large facility spawn rooms. I've also seen them mention something about additional "safer" exits for control towers as well. But what I'm talking about more are the even smaller outposts where the barracks is literally a small shoebox of death with 2 doors and a wide open field of view from pretty much every angle.

From the roadmap:

January - More secure spawn rooms at small outposts

This entails adding more windows and doors, as well as a canopy to protect against aircraft. This should make spawn camping more difficult and will be present across all small outposts.
 
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Red Storm

Lifer
Oct 2, 2005
14,233
234
106
Not really... because it's never usually a "small squad" attacking. It's usually about 20+ people covering the spawn room exits at the same time, about 4 or 5 on each door.

What I'm talking about, again, are the small outposts scattered around that have 2 doors and pretty much wide open field of views that end up having a liberator or two sitting right on top of bombing the shit out of anyone that steps out, and usually a couple of tanks with HE rounds to mop up if needed.

The tunnels and stuff will only slightly mitigate the larger facility issues - that fight will just mean a faster, more aggressive push to take out the SCU as quickly as possible now. It will still give very little incentive for defenders to spawn at an overrun base to try to retake it.

If you have 20+ people dedicated to just covering spawn exists, then clearly trying to spawn at said base is a bad idea. Spawn at a nearby base and bring your friends to take it back.
 

destrekor

Lifer
Nov 18, 2005
28,799
359
126
4.4 GB patch is up and ready for download/install. Seems to address lots of stability and performance issues, along with some needed tweaks. Read all about it here:

http://forums.station.sony.com/ps2/index.php?threads/game-update-2-02-02-2013.87343/

I was wondering when they'd finally get this out the door. I was worried it would be next week.

Some of the changes look like they should really shake things up. I wonder what their plans are for warpgate switching... are they going to rotate ownership for us every major patch/every month (or every other month, etc), or will they eventually include some method to make it happen by means of the players?
Facility changes sound interest, can't wait to see them in person, probably going to feel like completely new areas if I am imagining things correctly. The way battles play out should change quite a bit around the new facility designs.

Some weapon/vehicle changes, considering I play NC and love my Vanguards, please me. Some other ones, not so much, but I think it'll be fine.
Always jealous of that damn main gun on the Magrider having a no-drop straight shooter, but sometimes LOS works against them due to that. Plus, the round will be slower now, I love that. I especially love the round speed buff on the Vanguard.
Was hoping they would address NC weapon imbalances, like terrible recoil... perhaps they made some ninja buffs? I doubt it though.

Hopefully the actual performance/optimization efforts paid off - I don't have much problem on my end, but I'd love to eek out higher framerate during intense battles, and most importantly - I want others to experience this game in fluid high framerates with as much visual detail as their rig can truly handle.

And while I wish it was more of a simple "color blind fix" setting option, I am very glad to see configurable player indicator colors. Color blind mode (I am color deficient, after all) helped me immensely in BF3 and BF:BC2, and have been very disappointed that this game had still given me too many moments of "shit... friend or foe? I can't tell, damn colors!"
I'll have to play around with the color options - I'll probably make it worse the first try, but expect it'll help out immensely.

So do you guys like this game or not?

I love it. So much so that I haven't played BF3 in just about forever.

Which reminds me, I DO need to play BF3. I enjoy it, and I shouldn't let PS2's enjoyment come at the expense of abandoning BF3.
 
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Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
14
81
www.markbetz.net
Heh, this will take awhile. Looking forward to checking it out. Are there any mirrors of the patch notes? Sony's forums are down.
 

destrekor

Lifer
Nov 18, 2005
28,799
359
126
Heh, this will take awhile. Looking forward to checking it out. Are there any mirrors of the patch notes? Sony's forums are down.

Still had the page loaded up. Here you go.

Warning: it appears the formatting isn't entirely preserved, but you should be able to follow it.

Game Update 2 02.02.2013

General Updates
&#8226; Client performance improvements
&#8226; Client stability improvements

Infantry Updates

Spotting
&#8226; Repeated spotting without a valid target will now put your ability to spot on cooldown.
&#8226; Spotting an enemy at 30+ meters now has to be more precise.
&#8226; You now have to be closer to the center of the target to see their nameplate.
Existing Weapon tuning changes
&#8226; Added medals to all weapons that were missing them.
&#8226; VS Pistols
&#9675; Increased iron sight accuracy, from 0.5 to 0.4.
&#8226; All shotguns
&#9675; Lowered vertical recoil, from 1.75 to 1.5 per shot.
&#9675; Reduced accuracy loss per shot, from 1.0 to 0.5.
&#9675; Increased damage falloff range. Damage used to start scaling at 5m and end at 15m. Now it starts at 8m and ends at 20m.
&#8226; Jackhammer
&#9675; Lowered vertical recoil, from 1.75 to 1.2 per shot.
&#9675; Reduced accuracy loss per shot, from 1.0 to 0.5.
&#9675; Increased damage falloff range. Damage used to start scaling at 5m and end at 30m. Now it starts at 12m and still ends at 30m.
&#9675; Reduced pellet spread, from 3.0 to 2.5.
&#9675; Increased projectile speed, from 300m/s to 400m/s.
&#9675; Increased iron sight move accuracy. From 0.3375 crouch-walking and .9 running, to .25 crouch-walking and .75 running.
&#9675; Increased iron sight move speed, from 0.5x to 0.75x of the player&#8217;s base speed.
&#9675; Increased hip-fire accuracy. It now matches all the other shotguns.
&#9675; Very small adjustment to reload times. Cut 100 whole milliseconds off the reload chamber time and added it to the reload empty time. It's now 2 seconds to reload when reloading with at least one bullet remaining and 3 seconds if empty.
&#8226; TX2 Emperor
&#9675; Fixed audio not playing when in iron sights.
&#8226; Underbarrel grenade launchers
&#9675; Fixed underbarrel grenade launchers not doing any damage after a reload.
&#9675; Grenade rounds must now travel at least 10 meters before they arm and explode.
&#8226; Underbarrel Grenades
&#9675; Increased internal radius damage, from 1125 to 1250.
&#9675; Reduced internal damage radius by 0.5 of a meter
&#9675; Reduced external damage radius by 1 meter.
&#9675; End result with these is that direct and near misses are stronger, but the overall explosive radius is smaller.
&#8226; Frag & Sticky grenades
&#9675; Reduced external explosion radius by 1 meter.
Misc Changes & Fixes
&#8226; Added a short invulnerability on newly spawned players. This invulnerability goes away if the player moves or takes any action.
&#8226; Added auto-run to infantry. Defaults to &#8216;=&#8217; key and can be re-mapped in the keybinding settings.
&#8226; Ctrl-F11 will now turn off the first person arms and weapon. You cannot shoot or interact with terminals while this option is turned on.
&#9675; Reminder: Ctrl-F10 will turn off the UI.
&#8226; Purchasing the second Medic C4 cert will no longer grant every class the ability to carry an additional C4. This bug allowed a number of classes to carry more C4 than what was intended.
&#8226; Ace Tool ammo packs should now be properly affected by Ammo Pack certs.
&#8226; Fixed bug that caused client and server ammo counts to be out of sync (for example, extra underbarrel rounds on your client that were doing no damage).
Vehicle Updates
&#8226; Mouse movement optimizations have been made for vehicle turrets. They should feel a bit smoother and more responsive. Some players may find the sensitivity to be different and should adjust the sensitivity slider.
&#8226; Players in vehicles can no longer capture points.
&#8226; Some improvements were made for ground vehicles sliding &#8211; although hitting the slope maximum will still cause you to slide
&#8226; Made adjustments to the Magrider so that combining strafe and forward velocity no longer provides an advantage to hill climbing
ESF Adjustments
&#8226; Rotary Cannons
&#9675; Added 10 rounds to the magazine of each rotary.
§ Magazine certifications reduced to 2/5/7/10
§ Ammo capacity raised
&#9675; Projectile speed decreased slightly on all rotary cannons to help further define their role as a close range weapon.
&#8226; Reaver M20 Mustang
&#9675; Fire rate increased
&#9675; CoF Reduced
&#8226; Saron Laser Cannon
&#9675; Projectile speed decreased slightly. (The Saron has no bullet drop, while equivalent cannons do.)
MBTs
&#8226; Magrider
&#9675; The hover*length*bonus (how high it floats above the ground) obtained from the rival and racer chassis has been removed. It still retains its hover*power*bonus (how springy the hover mechanic is, more power adds stability).
&#9675; Saron HRB
§ Slowed Projectile down slightly. It retains no projectile drop.
&#8226; Vanguard
&#9675; Side and Top armor increased. Allowing it to withstand roughly 1 more hit from a weapon as powerful as a tank cannon.
&#9675; Titan-150 HEAT and Titan-150 AP
§ Increased projectile speed
§ Reduced Vanguard 150mm AP explosion visual. Visual was set larger than intended (and larger than the actual blast damage)
&#9675; Enforcer ML85
§ Fixed an issue that prevented the projectile from reaching its intended top speed.
§ Reduced time to reload to 3.25 seconds (down from 3.5 seconds)
§ Added some drop to the projectile.
§ Updated missile trail FX in first person so that it is easier to see.
&#9675; Enforcer C85 Modified
§ Changed to have a 3 round clip instead of 1 shot reload.
&#9633; 333ms Fire Rate
&#9633; Removed exaggerated COF
&#9633; Reload speed increased from 1.5 to 2.5 seconds.
§ Base ammo capacity increased from 30 to 60.
§ Ammo Capacity certifications now increase capacity by +6 each rank.
&#8226; Prowler
&#9675; Prowler P2-120 HEAT and P2-120 AP
§ Damage per round increased
§ Increased Projectile Speed
&#9675; Anchored Mode
§ Anchored Mode now increases projectile speed of the equipped 120mm cannon. (In addition to the improved reload rate)
&#9675; G30 Vulcan
§ Increased minimum damage.
§ Decreased maximum (close range) damage (It still maintains the best TTK at close range by a large margin).
Other Weapon Adjustments
&#8226; M40 Fury and M40 Marauder
&#9675; Projectile speed and gravity increased.
&#9675; New, more distinct first person trail, to make it easier to see where shots are going.
&#8226; M20 Drake & M20 Basilisk
&#9675; Reload speed reduced to 3 seconds (down from 4 seconds)
&#8226; M20 Drake
&#9675; Increased projectile speed
&#9675; Reduced gravity on projectile
&#8226; E540 Halberd
&#9675; These changes to E540 Halberd should put it between the Saron HRB and the ML85 Enforcer with their new changes.
&#9675; Increased projectile speed.
&#9675; Reduced projectile drop.
&#9675; Increased time to reload by .25 seconds.
&#8226; CAS30 Tank Buster
&#9675; Reduced maximum damage slightly.
&#9675; Damage fall off now begins at 50 meters. Down from 100.
Item Updates

New Decals
Back in my day, we didn&#8217;t have any decals. We had emblems, and we liked it that way! Relive the glory days with these classic decals.
&#8226; Classic Bull Head Decal
&#8226; Classic Celtic Decal
&#8226; Classic Flame Decal
&#8226; Classic Poodle Decal
&#8226; Classic Red Star Decal
&#8226; Classic Wings Decal
New Camos
Continent-specific camouflage will teach you the value of not being seen.
&#8226; Amerish Scrub Camo
&#8226; Indar Scrub Camo
&#8226; Amerish Grassland Camo
&#8226; Indar Canyons v2 Camo
&#8226; Amerish Leaf Camo
&#8226; Esamir Snow Camo
&#8226; Indar Savanna Camo
New Weapons
Each faction now has a submachine gun that is useable by all classes except the MAX.
&#8226; TR: SMG-46 Armistice
&#8226; NC: AF-4 Cyclone
&#8226; VS: Eridani SX5
UI Updates
&#8226; A tiny bar that represents your progress towards earning your next cert point has been added to the cert point area on the HUD
&#8226; Players now have the ability to customize empire colors on the HUD. The game will default to our "Enemy vs. Ally" color preset. The default colors can be changed from the General section in Settings.
&#8226; The player's total experience bonuses are now displayed on the HUD, above the minimap. Mousing over the component will display a tooltip which details the bonuses.
&#8226; Hotspots have been reworked. They have a much more visual representation on the map and are dependent on more precise and up-to-date activity metrics. Also, the color of the hotspots is now tied to the empire that is dominating the area.
&#9675; With this change, "Instant Action" and "Hotspots" are no longer synonymous. Instant Action is meant to take you to a large fight where there's already a significant amount of allies. Hotspots are visual cues for where fights are, regardless of whether you have a significant amount of allies there or not.
&#8226; Each column on the Outfit Members screen is now sortable.
&#8226; New &#8220;Report&#8221; window. Typing &#8220;/report <playername>&#8221; into text chat will bring up an improved reporting UI to better help players inform CS of hackers, griefers, and general nuisance.
&#8226; Clicking on player names with a bracket [] around them in the chat log and Voice & Chat screen will bring up a player actions menu with a variety of options: send message, add/remove friend, add/remove from squad, add/remove from outfit, and report.
&#8226; You can click and drag in the chat log and Voice & Chat page of the Social window to select text for copy/pasting.
&#8226; Added ignore list to Voice & Chat page of the Social window where you can view, add, and remove players that are ignored.
&#8226; More contextual player nameplates : squad members have a green circle with the squad member # next to the player name, squad leaders/platoon leaders have stars next to the name
&#8226; Smarter player indicator visibility logic using Line Of Sight ( LOS ) checks for non-squad/platoon allies to reduce HUD indicator clutter
&#8226; Better mechanism for determining when to display the player indicator name text
&#8226; Vehicle indicator nameplate inherits the nameplate style of the driver
&#8226; Delta squad platoon color changed from yellow to black to avoid confusion with Bravo squad coloring.
&#8226; Profile screen, leaderboards, stats page, and tab scoreboard screen have been polished to show BR icons and revised to de-emphasize K/D as an important metric. Facilities Captured and Facilities Defended stats have been added to help emphasize teamwork instead.
&#8226; Population bonuses (XP/Resources) are now granted based on continent population instead of server/world population.
&#8226; Updates to Character/Vehicle Loadout Screens:
&#9675; Attachment button should always be visible on the Equipment page and the selected weapon view of the Equipment Edit page.
&#9675; All weapons that have attachments will always display the Change Attachments button regardless of whether the player owns attachments or not.
&#9675; All tabs for attachments/customizations of weapons will be visible regardless of whether the player owns that type of attachment or not.
§ Tabs for which the player owns no attachments will be displayed as disabled.
&#9675; If the player owns no attachments for a particular weapon, the customization screen will display a "You have no attachments..." string.
&#9675; A Get More button has been added to the Customization view of the Equipment Edit page that will link the player to the certs page for that particular weapon.
&#9675; The Get More button that was on the Weapon Selection view has been changed to be gold (since it links to the marketplace).
&#9675; All equipment that does not have attachments (suit slots, ability slots, melee slots, etc) no longer have an information panel.
&#9675; The item selection now spans the whole screen and has the ability to display up to four columns of items.
&#9675; The resupply and auto resupply button/checkbox has been moved up to the stats area for items that can be resupplied.
&#9675; Weapons now display camo in the loadout UI
&#9675; Loadout Weapon Stats Bars now use the same ticks as seen in the Marketplace
&#9675; Larger loadout screen changes will be coming next month
&#8226; Fixed an issue that sometimes prevented individual squad leaders from within a platoon from promoting other members of their squad to leader status.
&#8226; Mousing over chat area on top left of screen now brings up the chat menu
&#8226; Heal/repair reticle does not clear out when it is at 100%
&#8226; Kill spam player names no longer have default red/green outer glow. The glow is now player type specific ( enemy, ally, squad member, platoon member&#8230;etc )
&#8226; Fixed resource icons for Mechanized and Infantry resources in the session stats panel of the tab scoreboard (they were swapped).
&#8226; Fixed an issue with grenade counts showing up as &#8220;1/0&#8221; when you were out of grenades.
&#8226; Fixed issue with icons for connected benefits not drawing at low resolutions.
&#8226; Added a stat tooltip to bundle items on the purchase preview screen- Items in bundles that have stats will have a stats tooltip when moused over on the purchase preview screen.
&#8226; Clicking on the command list button should now take you to the commands list, with the top of the commands list being visible. Also, updated list of commands with new commands and removed commands no longer used.
&#8226; Fix for wrong killspam icon showing up when a player crashes their own vehicle.
&#8226; Broadcast messages should no longer show up twice in the chatbox.
&#8226; Added music to the credits screen Music should start up when the player opens the credits screen.
&#8226; Better text positioning for weapon thumbnail labels and cert title bars to prevent truncation.
&#8226; Better loading indicator for in-game web browser
&#8226; Resource tooltip now scales with resolution on escape menu
&#8226; Not showing the vehicle slot on the vehicle health schematic on the HUD if the vehicle capacity is 1
&#8226; Instant Action and Redeploy buttons on the Map screen will now play a &#8220;ticking&#8221; sound effect during the 10 second countdown to activation.
&#8226; New sounds added for item unlock, broadcast, and medal earned notifications
&#8226; Back button has been added to Bug Submission page that will return the player to the Support Menu Back button has been added to Command List page that will return the player to the Support Menu
&#8226; Render Distance slider added to Graphics Settings
&#8226; Significant UI performance improvements
Experience Updates
&#8226; Added tiered kill xp
&#9675; Killing a player who has been alive for less than 10 seconds and has not earned more than 5 xp will yield a diminished &#8220;Spawn Kill&#8221; xp reward of 25 xp
&#9675; Killing a player who has been alive for more than 10 seconds, or earned more than 5 xp and less than 1000 xp will yield a normal &#8220;Kill&#8221; xp reward of 100 xp
&#9675; Killing a player who has earned equal to or more than 1000 xp but less than 2000 xp will yield an enhanced &#8220;High Threat Kill&#8221; xp reward of 150 xp
&#9675; Killing a player who has earned equal to or more than 2000 xp will yield an enhanced &#8220;Extreme Menace Kill&#8221; xp reward of 300 xp
&#8226; Added Surface-to-Air Damage experience rewards
&#9675; Applying a fair amount of damage to air vehicles while not in an air vehicle should now grant a 20 xp reward
&#8226; Increased Sunderer Kill xp
&#8226; Fixed a bug with the Sunderer ammo dispenser where a squaded driver did not receive xp from resupplying non-squadded friendly player vehicles
&#8226; The global population xp and resource reward adjustments should now be granted to players on a continent based on that continent&#8217;s population level instead of the world population level
Facility Updates
&#8226; Upgraded all spawn rooms to be more defensible. This should lead to less spawn camping.
&#8226; Adjusted the tower to help reduce spawn camping.
&#8226; Added Tunnels to the Amp Station and Tech plants. These tunnels are only accessibly by the defenders and emerge in key locations throughout the Facilities. This should lead to less spawn camping. (I see a theme)
&#8226; At all Amp Stations and Saurva and Andvari, we added faction specific Jump Pads. Only the facility owners can use these jump pads. This should make getting around in these bases a little trickier for attackers, but not impact the defenders.
&#8226; Warpgate ownership on all three continents were rotated.
&#8226; Redesigned the Biolabs. There is better cover at the landing platforms which should lead to more interesting fights there.
Audio Updates
&#8226; Optimized assets being loaded into memory.
&#8226; Optimized all factions infantry automatic weapons rate of fire. No longer dependent on composite effects.
&#8226; Added peak limiter on master bus to prevent explosions/multiple sounds from summing up and distorting
&#8226; Adjusted dynamic mixers during weapons firing, and menu screen.
&#8226; SMG&#8217;s unique audio for each faction
&#8226; NC and VS scout rifles have been assigned their correct firing sounds
&#8226; Fixed Flash grenade to play blast and &#8220;stunned&#8221; effect
&#8226; Fixed distorting issue with T1-S Cycler.
&#8226; G40-F Ranger had incorrect firing audio. Corrected.
&#8226; Increased possibility of playback on &#8220;travel&#8221; music cues
Other Bug Fixes
&#8226; Jump Jets should no longer fail to function after switching to a different class from the deployment screen
&#8226; Should no longer be able to get a vehicle into a bugged out state of invincibility
&#8226; IFF shields should once again consistently block enemy fire
&#8226; Engineers should no longer be able to maintain a repair even after they&#8217;ve entered the vehicle
&#8226; Plugged a hole in the world near Shadespire Farms
&#8226; Removed the pain field from the roof of the spawn room at Old Shore Checkpoint
&#8226; Addressed incorrect spawning behavior for vehicles created at Freyr&#8217;s Northern Barracks
&#8226; Fixed an issue that could prevent players from re-entering vehicles after they&#8217;d exited
&#8226; Fixed the spawn point at Jagged Lance Mine so it is properly tied to facility ownership
&#8226; Corrected the capture timer at the Tawrich Tech Plant tower.
&#8226; The Gate Shield at the Wokuk Shipping Dock will no longer persist when the generator is destroyed
&#8226; Corrected mismatched description text for MAX Flak Armor II
&#8226; The Hailstorm Turbo Laser&#8217;s 3rd and 4th tier magazine size upgrades should now give the correct amount of ammo
&#8226; Removed a phantom road from the minimap near the Mekala Tech Plant
&#8226; Players in a MAX should now be able to use Instant Action to hot drop to a hotspot on the continent they are on
 

Broheim

Diamond Member
Feb 17, 2011
4,587
2
81
Heh, this will take awhile. Looking forward to checking it out. Are there any mirrors of the patch notes? Sony's forums are down.

I think the servers are still down so no rush, basically Sony have never heard of unit tests...

my planetside installation is now broken so I have to reinstall it (and steam had an aneurysm when they came up with the "uninstall" feature, didn't work the first time around so now I'll try again), this was unrelated to the patch though.

but sony's forums being down is basically the status quo, whoever is in charge of their forum is utterly incompetent at his job.
 
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