GU06 is right around the corner and has some pretty cool new additions to the game that I wanted to give you guys a sneak peek at. So, here are some highlights:New Membership benefits:Members will have access to an additional 3 character slotsMembers will now have a new, exclusive Daily Sale in the DepotAlerts System:The new Alerts system is a dynamic server controlled system that initiates server-wide game events. When an Alert triggers, players will have a set amount of time to achieve the Alert goals. Players on the victorious Empire, regardless of where in the world they are, will receive a large bonus when the Alert is completed, and all players fighting within an Alert area will receive bonus XP. The first Alerts that we've implemented are continental conquests, but in the future we plan on adding more, such as: controlling the most of a certain facility type, or controlling the most of a certain type of resource.There are two ways to win the Alert; a "Dominating Victory", in which the empire controls 100% of the goals, and a "Normal Victory", where they control a larger percentage to the other empires when the timer expires. In a Dominating Victory the Alert ends immediately and the entire Alert reward goes to players in that empire, in a Normal victory the reward is split based on the % of objectives controlled. Here's a preview of the UI displaying the current Alerts status. There is also a small notification in the main HUD letting you know the time remaining for the current Alert.In the above example the reward is 3000xp, if the TR were able to rally and capture 100% of Indar before the time the Alert ends (good luck, guys!) each TR player on the server would receive 3000xp. However, if the territory control stays where it's at, VS players would get the victory and 1260xp, NC and TR players would get a consolation reward of 1050xp and 630xp respectively. Additionally, all players fighting on Indar during the course of the event will be getting a 20% xp bonus.Alerts are designed primarily to fulfill two main goals for the game:Give players incentives and direction to participate in combat in other areas of the game than they normally might.Encourage competitive, exciting fights during offpeak hours.As such, these events will primarily be activated when the servers are lower on population, during the offpeak hours, so more players online can participate. During the more crowded hours players have plenty of options and plenty of incentives to fight anywhere they want, so it's less likely this will activate past a certain server population threshold.Service Ribbons:We're also launching a new Service Ribbon system with GU06. The Service Ribbons system is primarily intended to give small, incremental goals to fulfill during normal moment-to-moment gameplay. Each Ribbon should take between 5-10 minutes to achieve depending on how you play and which Ribbon you're gunning for, but a lot of it is very situational. Ribbons can be earned for kills earned with Infantry weapons, vehicle kills with AV weapons, and support tasks (repair, heal, revive). Vehicle Ribbons are still being worked on and will be released with a future update. Each Service Ribbon you earn will give you 250xp, and the first 5 each day will give an additional 500xp bonus.You can check out the progress of your Service Ribbons on the profile stats page:In addition to Service Ribbons and the Alerts system, we've got a slew of balance, tuning and bug fixes coming along with this update. Full patch notes will be available as we get closer to releasing the update.We hope you're excited for GU06 and as always, if you have any questions, comments, concerns let us know!
General UpdatesService Ribbons Service Ribbons are quick-to-earn achievements that are repeatable and grant a reward for completing them. Service Ribbons are earned by killing enemies with infantry weapons and by supporting your allies. We will be adding more ribbon types (ex: teamwork, base capture, and vehicle ribbons) in future updates. Players earn an experience bonus (on top of the normal ribbon experience reward) for the first few ribbons earned each day Weapon Ribbons = 10 kills Revive Ribbon = 15 revives Healing Ribbon = Heal 10,000 points Repairing Ribbon = Repair 15,000 points Piloting Ribbon = 20 driver assists Rewards for each are 250xp An additional 500xp if it’s receiving the daily bonusAlerts This is a new, dynamic, server controlled event system. Alerts are automatically triggered and communicated to players through notifications and the [Tab] screen. The Alert type being introduced in this initial phase of implementation is Continent Capture. In Continent Capture, empires will need to control a specific continent within a fixed amount of time. If an empire captures all regions on the designated continent before the timer expires that empire will be declared the winner, ending the alert. If no empire captures all regions within the allotted time, all empires will receive a reward proportional to the territory control (i.e. an empire that owns 40% of the territory will earn 40% of the reward). Players do not have to be on the alert continent to receive the reward. The reward is server-wide. While participating in the event areas players will receive a percent increase to their experience rewards. We will be adding more alert types in future updates.New Membership Benefits Members now have access to an additional daily sale Members now have access to an additional three character slots as part of their membershipClient stability improvementsNew in the Depot Extra character slots can now be purchased from the Depot The new common pool NS-15M LMG has been added to the Depot New Mercenary Helmets for Combat Medic and EngineerInfantry UpdatesTank Mines Will no longer arm if thrown on top of a vehicle.All Shotguns Maximum damage per pellet reduced to 134 damage on all shotguns that previously did 143 damage. Slowed down to 700 MS, from 575 MS (now matches assault rifle equip times and not carbines).Slug Ammunition Slug animation no longer lowers rate of fire when equipped. Now reaches minimum damage at 40 meters, reduced from 65 meters. Minimum and maximum damage are unchanged on semi-auto and auto shotguns. Pump-action slug ammunition had its minimum damage raised to 400 from 360. Iron sights and optics have been realigned to give a better sight picture.NC Mauler S6, TR FA1 Barrage, and VS Pandora Rate of fire slowed down to 225 RPM. Short reload time slowed down to 2050 MS. Long reload time is faster at 3350 MS. Lowered vertical recoil to 1.3, from 1.5.NC Sweeper, TR TS4 Haymaker, and VS Nova Rate of fire slowed down to 225 RPM. Short reload time slowed down to 2900 MS. Long reload time slowed down to 4100 MS. Lowered vertical recoil to 1.3, from 1.5.NC Piston, TR AS16 NightHawk, and VS Thanatos Rate of fire slowed down to 260 RPM. Short reload time slowed down to 2600 MS (long reload unchanged). Recoil recovery rate slowed down to 12 degrees per second, from 15.Minimum damage lowered to 50 per pellet.NC GD-66 Claw, TR TRS-12 Uppercut, and VS Phobos VX86 Chamber time slowed down to 600 MS. Recoil recovery rate slowed down to 12 degrees per second, from 15.All NC MAX shotgunsExtended ammunition lowered from +5 ammunition to +4.NC Scattercannon Rate of fire slowed down to 180 RPM. Projectile speed slowed down to 300 m/s. Magazine capacity lowered to 6. Short reload time slowed down to 3800 MS. Long reload time slowed down to 3000 MS.NC Mattock Rate of fire slowed down to 180 RPM. Projectile speed slowed down to 400 m/s. Magazine capacity lowered to 6. Short reload time slowed down to 3800 MS. Long reload time slowed down to 3000 MS. Spread accuracy improved and is now at 2.5 degrees.NC Hacksaw Rate of fire slowed down to 209 RPM. Projectile speed slowed down to 300 m/s. Magazine capacity lowered to 6. Minimum damage lowered to 50 per pellet.NC Grinder Rate of fire slowed down to 180 RPM. Projectile speed slowed down to 275 m/s. Magazine capacity lowered to 8. Short reload time slowed down to 4300 MS. Long reload time slowed down to 3400 MS.Fix for the Phoenix dumb-firing if fired quickly after entering iron sightsThe charge on the Lancer can now be sustained through switching to different fire modes (in/out of ironsights) NS-11c Fixed weapon not working with the ammunition belt. Fixed reload speed being 2 seconds for both the short and long reloads. New reload times are: Short: 1.85 seconds Long: 2.35 seconds Fixed forward grip not being aligned with the rail. MAX weapons no longer have incorrect access to rail attachments in the VR zone. Rez icons should now properly display for combat medics over downed ally MAX units Sprinting while reloading a pump action shotgun should no longer cause animation issues Fixed animation issues with using under-barrel attachments MAXes should have proper access to the Ammo Storage Container Suit in VR training The GD-66 Claw reflex sight’s zoom functionality should now be working properly Scope overlays should no longer be removed when hit with an EMP grenade Claymores and Proximity Mines should be causing appropriate damage again Addressed some UI inconsistencies with Heavy Assault’s shield indicator when using Adrenaline Rush Fix for the LX Tacti-Eye no longer being accessible after logging out with the scope attachedVehicle Updates Magrider survivability in large falls should be more in line with other vehicles Sunderers should no longer slide after stopping on slopes Reaver composite armor should no longer cover decals When landed and idle, Galaxies should no longer slowly roll backwards The Flash’s Wraith Cloak will now deactivate when the driver changes seats Normal vehicle effects like brakes should come back when the Wraith cloak effect is removed Vanguard IR Smoke, Shield, and Mine Guard utilities will no longer clip through the back plating of the tank We no longer have Safe Ejection utilities that fail to eject you safely Vehicles should no longer start rocking after firing a few times You should now be able to properly exit the Flash rumble seat if they re-mapped their “exit vehicle” keyUI Updates /l is now a valid shortcut for leader chat The death cam should no longer cancel an active revive prompt Squad Leaders should no longer see “Set Primary Defense” as an option in the Quick Action Menu when targeting allied soldiers Waypoints now properly display on the minimap Updated spawn indicator art on the respawn screen to be more visible Vehicle acquisition timer UI should now be updating properly after spawning a vehicle The AMR-66 should now be filtered properly in the Depot NS weapons should no longer be lacking the preview button in the depot Fix for non-selected characters being deleted in error during character deletion process Enabling Auto join on Log in will properly persist when you navigate away from the UI pageFacility UpdatesAll Phalanx TurretsIncreased damage resistance to Aircraft Machine Guns from 85% to 94%. This makes it similar to the damage aircraft machine guns can do to tank top armor.Spear Phalanx Turret (Anti-Vehicle) Min damage upped from 1000 to 1250 Projectile flight characteristics now match Vanguard 150mm HEAT Speed increased from 200 to 250 Gravity multiplier decreased from 5 to 4Xiphos Phalanx Turret (Anti-Personnel) Changed damage type from personal weapon to heavy machine gun. Allowing it to damage heavy armor targets. Adjusted damage and fall off Max/Min damage adjusted from 218/150 to 200/167 Max/Min range adjusted from 100/75 to 85/10Aspis Phalanx Turret (Anti-Aircraft) Can now pitch 10 additional degrees downward. Jump pads at The Traverse should now properly acknowledge base ownership NPCs should now spawn more reliably in the VR Training Zone The Peris Amp Station Barracks, Tower, and Eastern Grove forward spawns have proper capture points again Addressed occlusion issues near Zurvan Storage Yard Addressed cosmetic geometry issues at Rashnu Bio Lab Addressed an issue with players getting stuck in geometry near the SE pass of the Crown All banners at Mao Tech Plant should accurately reflect base ownership Addressed an issue with prop objects stacked on a capture point at Mani Biolab Fixed an exploit that allowed players to pull a free MAX from the VR zone and take it to other continents Tower teleporters in VR now work properly. Floating objects in the VR tower have been nailed down. Fixed the floating AV turret at Heyoka’s western forward spawn Fix for SCU shields not properly stopping projectiles and deployables Leaving the VR zone with a tool equipped will no longer break your loadout until you resupplyAudio Updates There should now be appropriate audio when using the Flash’s turbo utility You should once again be able to hear your own footsteps after exiting a vehicle
Och widzę, że niechcąco znalazłam kolejnego fana, który pisze o Planetside 2 praktycznie dla siebie podobnie jak i ja to robię
All servers will come down for maintenance at 15:00 CET (13:00 GMT) to patch Game Update 07. Downtime is anticipated to be less than 2 hours. Players may note the following changes:New in the Depot NS-44 Commissioner - The awe-inspiring stopping power of the accurate NS-44 Commissioner revolver can put down even mid-range targets with a few well placed shots. Cowboy up and grab one today! NS-357 Underboss - Chambered for the powerful .357 magnum cartridge, the snub-nosed Underboss revolver features a faster rate of fire and more controllable recoil than its bigger NS-44 brother. The only question left is did you fire five shots or six? Both of these new pistols have statistically identical black and gold tinted versions available to members in the early access section of the Depot New Helmets for Heavy Assault and MAX: New Conglomerate: GD Titan 113 Helmet Terran Republic: Bravo MHS Helmet Vanu Sovereignty: Protos HelmetNew Features: New Weapon Stats are now available! Damage Range, Reload time, and every thing else you need to know about your weapons is now at your fingertips. Want to see how that Desert Scrub will look on your Sunderer or Character? Now you can with our preview feature!Infantry Updates Active Heavy Assault Shields and flak armor will no longer stack. Jump Jet audio has been increased in volume. Grenades are now thrown directly at the aim point. The arc has been slightly modified to work with this change. Tanks mines have been increased in size. Removed the forced weapon swap after deploying an object. Lock-on rocket launchers can no longer lock on to turrets. The repair tool targeting now functions similar to the heal tool. All extra VS damage scaling at range has been removed. VS minimum damage now matches the damage scaling of the other two factions.Weapon Specific Changes: Battle rifles will now more consistently recoil to the right. Added the High Velocity Ammunition attachment. TR M3 Pounder HEG Magazine Size: 2 changed to 4 Projectile Speed: 70 m/s changed to 100 m/s Projectile Gravity: 2 changed to 10 Direct Damage: 375 changed to 325 Short Reload: 1.25 seconds changed to 1.75 seconds Long Reload: 1.5 seconds changed to 2 seconds TR MRC3 Mercy Projectile Velocity: 450 m/s changed to 550 m/s Max Damage: 143 changed to 125 Short Reload Time: 2.4 seconds changed to 2.6 Seconds TR M6 Onslaught Rounds Per Minute: 475 changed to 490 Short Reload Time: 2.4 seconds changed to 2.2 Seconds Long Reload Time: 3.0 seconds changed to 2.8 Seconds Minimum Damage: 112 changed to 100 Minimum Damage Range: 65 meters changed to 50 meters Projectile Velocity: 450 m/s changed to 440 m/s VS Beamer VS3 Short Reload: 1.7 seconds changed to 1.45 seconds Long Reload: 2.0 seconds changed to 1.75 seconds Aimed Accuracy: 0.4 degrees changed to 0.3 degrees VS Manticore SX40 Aimed Accuracy: 0.4 degrees changed to 0.3 degrees NC Warden, TR AMR-66, Eidolon VE33 Vertical Recoil: 1.0 changed to 0.6 Horizontal Recoil: 0.25 min, 0.35 max changed to 0.18 min, 0.22 max Recoil Recovery: 5 degrees per second changed to 15 degrees per second Aimed accuracy loss per shot: 0.125 changed to 0.1 Hip accuracy loss per shot: 0.25 changed to 0.2 Equip Time: 0.5 seconds changed to 0.85 seconds Short Reload: 2.3 seconds changed to 2.5 seconds Long Reload: 3.4 seconds changed to 3.5 seconds Damage scale start: 10 meters changed to 8 meters Damage scale end: 85 meters changed to 65 meters NC AF-18 Stalker, TR SOAS-20, VS Artemis Minimum Damage: 112 at 65 meters changed to 125 at 65 meters First Shot Recoil: 2.5 changed to 1.5 Recoil Recovery: 15 degrees per second changed to 18 degrees per second Magazine size: 20 changed to 24 Total Ammunition: 120 changed to 240 Short Reload: 2.25 seconds changed to 2 seconds (long reload remains same at 3 seconds) Aimed Accuracy: 0.15 crouched moving, 0.25 stand moving changed to 0.2 crouched moving, 0.3 stand moving Horizontal Recoil: 0.1 min, 0.3 max changed to 0.2 min, 0.225 max Equip Time: 0.5 seconds changed to 0.75 seconds NC AF-6 Shadow, TR HSR-1, VS Nyx VX31 Rounds Per Minute: 260 changed to 255 Vertical Recoil: 1.5 changed to 1.0 Recoil Recovery: 6 degrees per second changed to 8 degrees per second Short Reload: 2.32 seconds changed to 2.0 seconds (long reload remains same at 2.9 seconds) Damage Scale Start: 10 meters changed to 15 meters Damage Scale End: 85 meters changed to 65 meters Aimed accuracy loss per shot: 0.125 changed to 0.3 Hip accuracy loss per shot: 0.25 changed to 0.6 Equip Time: 0.5 seconds changed to 0.85 seconds Magazine size: 10 changed to 12 Total Ammunition: 70 changed to 72 NC NCM2 Falcon Reload: 2.5 seconds changed to 2.4 seconds Max Projectile Velocity: 80 changed to 100 Projectile Gravity: 1.5 changed to 0.5 Direct Damage: 750 changed to 675 VS Comet VM2 Projectile Velocity: 60 changed to 90 Magazine Size: 1 changed to 2 Direct Damage: 550 changed to 350 Short Reload: 1.5 seconds (Short reload previously didn't exist. Long reload remains the same at 1.7 seconds) M2 Mutilator Projectile Velocity: 400 m/s changed to 500 m/s Long Reload: 3.5 Seconds changed to 3.4 Seconds Short Reload: 2.975 Seconds changed to 2.8 Seconds All VS MAX Anti-Infantry weapons except for the Nebula VM20 Increased starting accuracy by 0.1 degrees in all movement states. VS Blueshift VM5 Rounds Per Minute: 350 changed to 365 Projectile Velocity: 400 m/s changed to 500 m/s Now does 143 maximum and minimum damage. VS Nebula VM20 Rounds Per Minute: 400 changed to 425 Accuracy loss per shot: 0.06 changed to 0.05 Short Reload Time: 2.1 seconds changed to 2.15 Seconds Long Reload Time: 2.8 seconds changed to 2.6 Seconds Minimum Damage @ 50 meters: 112 Projectile Velocity: 450 m/s changed to 430 m/s VS Cosmos VM3 Projectile Velocity: 400 m/s changed to 500 m/s Long Reload: 3.3 Seconds changed to 3.2 Seconds Short Reload: 2.475 Seconds changed to 2.4 Seconds VS Lasher X2 New model with new firing and reload animations. TR T7 Mini-Chaingun This weapon’s spool up time no longer acts like a fire delay. It will now fire immediately and then ramp up to its maximum RPM over the spool up duration. Aimed Accuracy: 0.3375 crouch moving, 0.9 stand moving changed to 0.2 crouch moving, 0.35 stand moving Hip accuracy: Reduced by 0.5 in all movement states. Short Reload: 3.4 seconds changed to 4.15 seconds Long Reload: 4.0 seconds changed to 5.0 secondsBug Fixes Fixed health and shield bars intermittently displaying as empty when wearing nanoweave. Fixed reticule flicker when compensators are equipped on LMGs and slug ammunition is equipped on shotguns. Fixed 3rd Person animation issues with the Phobos VX86 Fixed an issue that caused 1st and 3rd person animations to break for the Lancer if it was reloaded under the right conditions Fixed issue that removed access to the VMS or DMO scopes when logging out with them equipped on the Eridani SX5 or SMG-46 Armistice Fixed visual firing inconsistencies in 3rd person for the Lancer Purchasing the TMS 4x Scope will no grant access to the correct scope Fixed 1st person reload animation issue for NS-11 C Fix for flickering OG-4 scope cross hairs Healing an ally damaged by friendly fire will no longer grant XP Addressed problems with the AV MANA Turret not displaying 3rd person projectiles accurately once at least one level of the turret’s cool down cert was purchasedVehicle Updates Increased Magrider base strafe acceleration rate. Increases top speed to 20 KPH (up from 15) Takes 2 seconds to reach 20 KPH (down from taking 3 seconds to reach 15) This should also cause the Magrider to not slow down as drastically when strafing over small inclines. Damage received when a vehicle flips over and hits the ground reduced. The vehicle will still take increased damage and eventually be destroyed, but this should allow a chance for the vehicle to right itself or passengers to bail out before it explodes. Added option to toggle off inverting steering controls when a tank goes into reverse. Improved Flash Handling Should be easier to control while in reverse Traction should be improved at higher speeds Bug Fixes Fixed issue that would not allow the S12 Renegade to be equipped while being trialed Proximity Repair system should now properly award support XP to the owner if they are not in the driver seatUI Updates Strategic Communication Improvements Removed blinking map regions Capture progress is now displayed on the map Ally activity displayed on the map Influence pie charts have been replaced with population percentages Changed the visualization of enemy activity – activity level coloring is now a gradient of red instead of spectrum of different colors Disabled generator/spawn display for facilities Secondary objective timer display added to HUD indicators Facility icons now visible at all zoom levels on the map Map legend added Service Ribbons can now be earned for capturing and defending bases Improved Item Preview Preview is now full screen Items can now be previewed on multiple classes Loadout Screen Improvements Locked gear and weapons can now be viewed and unlocked from the loadout screen Quick camo selector added to main Class/Vehicle screens – Allows you to quickly select and apply permanent camos to all classes/weapons/vehicles Removed the old class and vehicle landing pages The currently equipped consumable can now be resupplied directly from the main Class screen Medals are now displayed in the loadout from the main Class screen Added a class/vehicle cert button to main Class screen Specific weapon attachment slots can now be selected from the main Class screen and weapon selection screen Item descriptions added to the weapon selection screen Better Weapon Stats shown on weapon selection screen Replaced stat bars with numbers Added damage-range degradation graph More weapon stats displayed Muzzle velocity Ammunition Hip Accuracy Aim Accuracy Iron Sight Zoom Indirect Damage New HUD indicator for Ammo Packs Added a Bundles category to the Depot Added invert reverse steering option for track vehicles Bug Fixes Loadouts should now unlock properly if players earned enough XP at once to skip the battle rank that unlocked it The Squad listing in the social window should now display additional squads when scrolling downFacilities Updates Increased facility secondary objective (generators and SCUs) XP rewards: Overload: Raised from 100xp to 250xp Stabilization: Raised from 100xp to 250xp Objective Kill: Raised from 100xp to 500xp Bug Fixes Turret shadows should rotate with the turret appropriately Vehicles in VR should now respawn more reliably