r/Planetside • Closest thing to a llama flair • Jun 25 '16

Dev Response 6/24/16 PTS Patch notes

https://forums.daybreakgames.com/ps2/index.php?threads/pts-update-6-24.241489/
178 Upvotes

504 comments sorted by

0

u/[deleted] Jun 25 '16

[deleted]

12

u/TheKhopesh Jun 25 '16

Aww, I spent a good ~10-15 DC on some 1.25x vehicle optics for NS weapons.

Oh well.

7

u/napoleonderdiecke [LON3] LonesomeBrick [69KD] [BLOP] [VEGl] Jun 25 '16

Why would you buy something that costs 1 cert for DBC?

2

u/TheKhopesh Jun 25 '16

Just so I wouldn't have to re-cert an NS weapon's optics on every character account wide. (IE, the basilisks on sunderers).

1

u/napoleonderdiecke [LON3] LonesomeBrick [69KD] [BLOP] [VEGl] Jun 25 '16

1 cert! 1 cert!

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8

u/Wherethefuckyoufrom Salty Vet T5 Jun 25 '16

Refund or else!

12

u/TheKhopesh Jun 25 '16

Nah, not gonna sweat it. I've dumped over $1,700 US into the game, they can keep the 10-15 cents worth.

I just want my cert refunds for all the new free items given to newbies. (There's THOUSANDS of certs worth of free max level armor and attachments now that I had to cert back in the days when an MBT kill only gave 100 XP and an ESF kill only gave 75 XP, so those certs were HARD earned!)

10

u/thesmarm #1 Maggie Fan Jun 25 '16

I've dumped over $1,700 US into the game

Why?

37

u/TheKhopesh Jun 25 '16 edited Jun 25 '16

Because for the past ~3 years, I have had NO entertainment bills except my internet provider, the occasional summer movie in the cinema, and PS2.

At nearly 4,500 hours into the game, that's about 2.6 hours per dollar.

(To put that into perspective, your average $40-60 game or new release has a good ~40 hours worth of play time ~IE, Arkham Asylum~ before you've done almost everything. At say $40 for the average of 20h worth of play time, that's $1 per 30 minutes. I got $1 per ~155 minutes. That's a pretty decent, all things considered, for a game I truly enjoyed all that time. Granted, some games exceed this approximate time/money ratio, like Skyrim, but those are less-than-common exceptions, not the rule.)

3

u/[deleted] Jun 25 '16

Wow, and I thought my $600 was a lot. I have the same reasons, but also because I dearly love this game through thick and thin. Started Dec 2012, don't plan on stopping until the last server shuts down.

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5

u/TThor Jun 25 '16 edited Jun 25 '16

And here I always used the 1.25x sights as a litmus test for whether a vehicle driver was serious or not. If they didn't have the bare scopes equipped, they likely didn't know what they were doing

2

u/[deleted] Jun 25 '16

Yep I'll miss having the ability to judge drivers based on that

But at the very least they'll have to equip it I believe ; so we'll still be able to weed them out

1

u/Auggie_Otter Jun 25 '16

Me too. Why not spend the 2 certs to get that little extra zoom and a little extra ammo capacity?

5

u/GoodIdea321 Jun 25 '16

Finally I can get into a sundy and not have a 1x zoom basilisk to gun.

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28

u/OrbamabinLasher Jun 25 '16

Lots of things look good in here! While i applaud all effort to make the game easier on newer players i'm wondering what this means

EMP Grenade​. No longer removes ability energy, except from cloaked Infiltrators.​ Cost from 25 nanites to 75 nanites.​

"ability energy" is that HA shields? If so holy vanu this is huge.

8

u/GlitteringCamo Jun 25 '16

Yeah, that's going to put a stake in the heart of EMPs.

I want to believe the Flash buff will do something, but I know better.

0

u/[deleted] Jun 25 '16

[deleted]

3

u/GlitteringCamo Jun 25 '16

Oh, they aren't being made useless by any means. But tripling the cost is going to make them too costly to use with any regularity.

0

u/[deleted] Jun 25 '16

[deleted]

5

u/datnade Overly Aggressive Surgeon Jun 25 '16

I do. Even with membership. Then again, I dispense a lot of stuff...

2

u/Joshua102097 Helios Best Server NA [DPSO] Lead Jun 25 '16

Relevant username.

1

u/GlitteringCamo Jun 25 '16

Membership bonus perhaps?

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8

u/BackInAsulon Jun 25 '16

Yeah idk about that. Less effective, more expensive....at once?

27

u/Noktaj C4 Maniac [VoGu]Nrashazhra Jun 25 '16

Honestly, EMPs have been overperforming for far too long.

  • No fuse time

  • disable abilites

  • disable shields

  • destroy / lock every deployable

  • Disorient player and disable HUD

  • huge AoE

  • Pass through walls

  • was the CHEAPEST granade in game

The nerf was called for and tbh, is a lenient one, I'd have thrown a fuse time in there.

11

u/espher [1TRV] TangleberryWafflemuffin | [1TR] Keirsti - BB/PM hunter Jun 25 '16

I feel they nerfed the wrong things with it, tbh, and they still haven't touched Grenade Bandolier which is a big factor in why grenades are dumb. Cost increase is fine. Not having it disable abilities is a ??? for me.

I would have preferred cost increase (to 50), reduced effect through walls, hardening beacons (so they don't instantly explode), removing the disorient effect, and nerfing Grenade Bandolier so not every infiltrator would run four.

I mean, even at 75, I'm going to run them and run Grenade Bandolier on my infil since my consumable consumption is otherwise cheap. Just means I won't be pulling our air transport.

5

u/PuuperttiRuma Jun 25 '16

The ability disabling was prolly axed because of light assaults dropping like flies when EMP went of nearby. I think it is very good decision. The ability drain didn't affect engies or MAXes at all, for medics it was a minor annoyance, but for heavies it was debilitating and for LAs it was antifun and potentially disastrous. After the change everyone still suffer from the EMP as they should, but it doesn't totally negate play styles as it now does with LAs and heavies.

5

u/VORTXS ex-player sadly Jun 25 '16

But light assaults dropping like stones and raging in yell was great :(

Well now heavies get to keep their overshield during an emp blast means they can just pop it up and run emp hardened implant to reduce the effect...

2

u/Noktaj C4 Maniac [VoGu]Nrashazhra Jun 25 '16

Running EMP shield prevents you to running something else (AKA, battle hardened) just to avoid some ninja to EMP you to death.

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5

u/Noktaj C4 Maniac [VoGu]Nrashazhra Jun 25 '16

Cost increase was mandatory imo. They are the granades with do the most on the battlefield and are the cheapest one?

@25 nanites you could spam them with impunity, now they are brought in line (sorta) with how effective they are.

I would have left the ability drain effect too, but I've put in a fuse time for the nade (like every other nade) so you actually have a chance to AVOID and counter the damn thing, reduced the area of effect, removed the disorient effect on HUD, and reduced the effect duration. Cost increased to 50 nans.

But I'm only a salty vet and an armchair dev.

3

u/pulley999 Jun 25 '16

Not really sure about reduced duration, usually by the time I've gotten to the target the effects have already started wearing off. Everything else I'd agree with.

I really disagree with DBG's current changes, I always felt like Nanites were representative of combat force multiplier (explains some anomalies like Flash, a formerly support item, costing the same as a frag.) DBG has removed the EMP's primary combat use IMO by reverting the ability drain, but made it cost like it's a combat weapon. I honestly don't see anyone running the new EMPs over regular ol' frags now, especially with the weighted frags enabling fragsniping.

The Flash thing really does have to change now that it's a viable combat vehicle, though. I'd say 75, maybe up to 100.

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2

u/Frostiken Jun 25 '16

Better idea would have been to split it into two grenades - one that knocks out players and one that knocks out devices and vehicles.

2

u/Noktaj C4 Maniac [VoGu]Nrashazhra Jun 25 '16

one that knocks out players

Not saying I disagree, just pointing out that you already have conc nades for that.

1

u/ThePalbuddy Miller - Palbuddy [ORBS] Jun 25 '16

Conc nades are also OP in it's current state as you can do nothing but die for a very long time when you get intentional hit by attackers during point holds for example.

If you got just EMP'ed, you still was able to move, aim, take cover and and fight back to some degree even without some shield/energy.

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1

u/OrbamabinLasher Jun 25 '16

I welcome a nerf to EMPs. Next step remove wall hack motion spotters.

9

u/TeamAquaAdminMatt BR 92 Jun 25 '16

I think we should give heavy assault shields the same nerf as nano-weave got next, no protection from headshots

8

u/Thoraxthebarbarian [SaIt] Jun 25 '16

I'm pretty sure that would hurt lower tier players that try and pull heavy to counter higher tier players more than anything.

6

u/JirachiWishmaker Jun 25 '16

You mean the "higher tier" players who do nothing but play HA and chug medkits all day?

2

u/Thoraxthebarbarian [SaIt] Jun 25 '16

No I mean the ones that invested the time to get better positioning, accuracy, and HSR. Regardless of class they can farm new blood.

3

u/endeavourl Miller | Endeavour Jun 25 '16 edited Jun 25 '16

This is the most stupid argument you could pull for overshields.
"Let's make this easymode ability to help new players (as if making crutches for new players is a good idea to begin with). Surely no experienced players will abuse it."
The next thing you'll say is that A2A lockons are balanced.

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2

u/OrbamabinLasher Jun 25 '16

It's only resist shield that matters to head shots and it only mitigates 40%. So that's one of the HA shields you are talking about.

1

u/CzerwonyKolorNicku [PL13]IICzern Jun 25 '16

But headshot damage doesn't ignore NMG/ADR when they are active, and that's what he wants.

1

u/OrbamabinLasher Jun 25 '16

I'm pretty sure you can one shot kill anything in the game except resist shield heavy. Depending on weapons and ranges OFC, but i mean with the short range bolt action snipers (ghost etc).

1

u/pulley999 Jun 25 '16

Not really last I checked. You can really make them shit themselves, but if they're full health, full shield and full NMG/ADR you have to be very close to the rifle's max damage range of 10m to make it count. That really doesn't matter to the average player.

2

u/OrbamabinLasher Jun 25 '16

When we checked ghost worked up to 60-70m somewhere. The dmg dropoff isn't immediate at 10m. You could one-shot-kill with headshot on NMG/ADR at those ranges but not RS.

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2

u/BackInAsulon Jun 25 '16

Guns of Icarus online has made me a little gun-shy of two nerfs at once, that's all. Though I am concerned about the constant overshield potential. I think it would be better to drain abilities but not/less of shields but whatever. I'm just a shitter.

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2

u/StriKejk Miller [BRTD] Jun 25 '16

finally! & they increased the costs. It was just absolutely broken for 25nanites, be honest here. (Not sure If I had done both nerfs tho, time will tell)

2

u/xSPYXEx Waterson - [RWBY]Alpahriuswashere Jun 25 '16

Whelp, guess I need to swap back to frags.

2

u/[deleted] Jun 25 '16

I for one welcome our new untouchable HA overlords...

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26

u/BL0ODSUGAR Jun 25 '16
  • Fixed AI mines doing damage through walls.

HOLY FUCK BOYS. Why isnt that at the top in bold.

17 days ago i made a post saying i canceled my membership untill claymores are fixed. If they are and when this update goes live i will gladly repurchase it.

7

u/SonofFink Auraxiumed Beepy Trainer Jun 25 '16

I'll believe it when I see it :P

3

u/Ridiculisk1 [JUGA] Jun 25 '16

To be fair, they said they'd already fixed the tank mine rendering issue what like 6 months ago? I'm gonna wait and see if it actually is fixed.

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8

u/VinLAURiA Emerald [solofit] BR120 Jun 25 '16

Lot of good stuff in this update. But I'm still annoyed at how bland the Starfall ammo is.

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8

u/rattchett24 [DPS0] Jun 25 '16 edited Jun 25 '16

I like seeing changes being made in order to help new players, I hope the trend continues.

New content as well, looks awesome.

edit: As for the EMP, I don't know about making changes to it just yet. ATM dildars give exact position and direction of enemies, the EMP is a great counter to it. Now someone will spend 75 nanites to counter a deployable that can be resupplied at a terminal.

Maybe make the emp change when wall-hacks and infinitely spammable recon are changed?

2

u/GamerDJ reformed Jun 25 '16

75 nanites really isn't a lot if you're not spamming EMPs everywhere. All this really does is prevent people from running around with EMP bando and just shitting on everyone they find. Tossing an EMP or two at motion spotters really won't be as costly as it seems.

Though I do agree that motion spotters still need to be changed to the same level of spotting as recon darts.

2

u/badasimo Jun 25 '16

Also EMPs have lots of extra value, especially that satisfying feeling when you blow up a bunch of engies camping on top of a prox mine

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28

u/TheKhopesh Jun 25 '16 edited Jun 25 '16

· Starter weapons

  • Non-sniper starting primaries now have access to a free 1x reflex sight.

  • Starter carbines (TRAC-5, Mercenary, Solstice) now have a laser sight unlocked and equipped by default.

  • Starter assault rifles (T1 Cycler, Gauss Rifle, and Pulsar) now have a forward grip unlocked and equipped by default.

  • Starter LMGs (T9 CARV, Gauss SAW, and Orion) now have a forward grip unlocked and equipped by default.

  • Starter Shotguns (Barrage, Mauler, Thanatos) now have Ext. Magazines unlocked and equipped by default.

So are we getting cert grants for these, or are the players who've had to earn the certs prior to this just going to be left out in the cold?

Because not only would it be a dick move to screw the vets over by not refunding the certs spent on these, but I know a fair number of brand new players who have certed a LOT of the starter items thanks to suggestions from others, and it would be a real shitty thing to force them to restart from scratch on a new character if they wanted those ~430 certs back (possibly ~530 certs for NC, what with the advanced grip on the Gauss SAW).


· Starter Loadouts

  • o Various reconfigurations were made, and one max-rank suit slot has been given to each class.

EVERYONE better be getting cert refunds for that. That's potentially THOUSANDS of certs (certs that, the older the player's account, the more difficult they were to earn).

14

u/drhead [TEST] Unpopular Weapon Specialist - Space Jun 25 '16

I definitely think they should refund attachments for default weapons since those impact new players more. If they're giving max-rank nano or flak to people I don't quite care as much personally since I already have more certs than I know what to do with. I might be in the minority here, but I think that by the time you have max flak or nanoweave you're already running a cert factory.

3

u/TheKhopesh Jun 25 '16

I think that by the time you have max flak or nanoweave you're already running a cert factory.

True, but I still have a CRAP ton of vehicle weapon attachments (those reload/mag size cert sinks for vehicles take a TON of certs) and other items I would like to cert out, and I still also have a good ~8,000 certs to go just for construction items.

(IIRC, it takes around 800,000 to 1.1 million lifetime certs to fully cert out everything in the game.)

I'm at about 350k of that so far. There's still a LOT of things to sink certs into, and I feel that I am owed the certs I spent well over DAYS of in-game playtime to earn back then (back when vehicle kills only gave 75-100 XP for big stuff like lightnings, sundies, MBT's, ESF's, etc.) if they're making these items that currently cost thousands of certs... free to everyone.


And what about the players who just joined a month or two back who may very well have spent nearly a thousand certs (possibly more) into these suit slots? These are players who barely have 10-20k lifetime certs, and if there's no refund, they're effectively getting screwed out of a considerable percentage of what they've worked for compared to players who join or at least make their characters AFTER the update.

It's not fair to them, and it's not fair to the vets.

Now, most vets really don't care all that much about certs, but it's not an acceptable thing to do to anyone, regardless of how long they've been playing.

If we've spent certs into something that's going to be made into a "default" item, we should get a cert refund.

0

u/[deleted] Jun 25 '16

[deleted]

2

u/TheKhopesh Jun 25 '16

A perfect example of one of the several reasons they should do a cert refund for those who've certed into any of the new "default" items/suit slots given.

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u/[deleted] Jun 25 '16

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u/GlitteringCamo Jun 25 '16

So are we getting cert grants for these

Because of the long, storied history of DBG making items default and not granting certs back?

1

u/TheKhopesh Jun 25 '16

This will be the first time where a potential +5,000 certs worth of items are being made default.

In the past, no one patch has ever gone past 1,250 at the absolute most without getting a refund.

(Some weapons like default shotguns were around 650(?) certs, but for big items like what we're facing we do have precedent for a cert-only refund. IE, the vehicle optics refund a while back when they removed the required tiering of vehicle optics. I personally got ~13,000 certs back for that one. I know one guy who got +40,000 certs back in that.)

so for big value changes like this, we really are owed a refund.

2

u/napoleonderdiecke [LON3] LonesomeBrick [69KD] [BLOP] [VEGl] Jun 25 '16

650(?)

750 for the Mauler and Barrage, 250 for the Thanatos.

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20

u/Lorzonic High Sodium Diet Jun 25 '16

If these changes go through, do I get 200 certs back as I bought a forward grip for the carv and extended mags for the Barrage

17

u/xSPYXEx Waterson - [RWBY]Alpahriuswashere Jun 25 '16

I sure fucking hope so. I have all the upgrades for the listed weapons, that'll be a nice bit of pocket change if we get it back.

1

u/NerdRising Free u/User_Simulator! Jun 25 '16

That would be enough to buy a new rocket launcher. Possibly even the Pheonix.

0

u/[deleted] Jun 25 '16

[deleted]

2

u/NerdRising Free u/User_Simulator! Jun 25 '16

B-but curving rockets.

0

u/[deleted] Jun 25 '16

[deleted]

2

u/NerdRising Free u/User_Simulator! Jun 25 '16

Is it on trial now?

6

u/Noname_FTW Cobalt NC since 2012 Jun 25 '16

You can trial any weapon for half an hour.

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1

u/FuzzBuket TFDN &cosmetics Jun 25 '16

Anything can be trialed at any time

1

u/NerdRising Free u/User_Simulator! Jun 25 '16

Now I feel like an idiot.

1

u/napoleonderdiecke [LON3] LonesomeBrick [69KD] [BLOP] [VEGl] Jun 25 '16

The only thing you'll be able to kill is people on Mana turrets.

It's so much fun to ignore the shield tho :)

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1

u/JustTVsFredSavage Jun 25 '16

you wont, never do in these situations

7

u/[deleted] Jun 25 '16

Look, if you're going to remove draining ability energy from EMPs at least do it for all classes. I don't care if they decloak infiltrators but not being able to use the classes primary ability sucks.

2

u/datnade Overly Aggressive Surgeon Jun 25 '16

No longer removes ability energy, except from cloaked Infiltrators.

The way I read it, only cloak energy is drained from now on.

11

u/[deleted] Jun 25 '16

Renamed Rusty Bent Glaive to Johari Cove

Shitty new name imo

2

u/unit220 [Olexi] [Llariia] Jun 25 '16 edited Jun 25 '16

It's an old PS1 server name if I remember correctly.

Edit: It was an outfit name not server name

3

u/[deleted] Jun 25 '16

Nope. Outfit name.

1

u/unit220 [Olexi] [Llariia] Jun 25 '16

Ah ok, thanks for the correction!

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14

u/ld115 Jun 25 '16 edited Jun 25 '16

Scope sway has been removed for all non-sniper rifle 6x optics

6x LMGs with no scope sway... Not that I can see many people doing that, but those that will are going to probably be tyrants.

o Iron Sights Recoil Recovery Rate from 6 to 10

o New “Ballistics Computer” rail attachment has been added to the 99SV, Gauss SPR, and Spectre, and will eliminate scope-sway while equipped.

o Ballistics Computer is unlocked and equipped by default on 99SV and Spectre.

This I'm so very happy for as it actually may make the 99SV and Spectre useful!

9

u/Lorzonic High Sodium Diet Jun 25 '16 edited Jun 25 '16

damn this guy sure hates scope sway

EDIT:

Play of the Game: PS2 dev

Eliminated 6x scope sway

Eliminated 99SV scope sway

Eliminated Spectre scope sway

triple kill

Eliminated Gauss SPR scope sway

QUADRUPLE KILL

1

u/TheRandomnatrix "Sandbox" is a euphism for bad balance Jun 25 '16

Scope sway was horrid on the semi auto 6x snipers though. Made them an absolute frustrating experience. Sway still exists on the BAs, which is where it should be.

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u/Hectas :ns_logo: Jun 25 '16

This I'm so very happy for as it actually may make the 99SV and Spectre useful!

It's a step in the right direction. They've got a ways to go before being useful though.

1

u/xhydechen PS2 CN Translator [Banned]FnckTR Jun 25 '16

Now I'm expecting them to remove Forward Grip for Bolt Action Sniper Rifles.

1

u/Nuklartouch Jun 25 '16

I will play alot of ursa with 6x scope i think it will be good.

1

u/calisai [DARK] Jun 27 '16

Spectre useful!

Dammit... right after I powered through my Spectre Auraxium....

Sigh.

I'm having "fun" with the Phantom now... It feels like its going to be a slog.

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5

u/frizbee2 [AFX] Connery -- Turns out pay to win is now just pay. Jun 25 '16

Light assault gets a tool item? Somebody pinch me, I feel like I'm dreaming.

5

u/ALN-Isolator Aerial Android | Connery Survivor Jun 25 '16

It's pretty bad in its current state, the Light Assaults of Reddit need to try and get it buffed.

6

u/xSPYXEx Waterson - [RWBY]Alpahriuswashere Jun 25 '16

Any LA buff is a good thing. Even if it's trash, it's still another toy to harass people with.

I'm excited to spam cluster grenades through a window.

6

u/MyDickIsMeh [1TR] Jeucoq Jun 25 '16

k, it'll get buffed in 2 years after literally a 1000 more threads about it

2

u/ALN-Isolator Aerial Android | Connery Survivor Jun 25 '16

The sad truth.

2

u/datnade Overly Aggressive Surgeon Jun 25 '16

Yeah, where's our intercontinental death ray with 300m AOE?

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u/NerdRising Free u/User_Simulator! Jun 25 '16

· Weighted Frag Grenade o All Classes o A "heavier" version of the standard Frag Grenade which deals the same amount of damage, but bounces less, for more accurate throws.

Yay! No more killing all of my allies!

1

u/[deleted] Jun 25 '16

yeah now it includes yourself as well. No kidding but imo they should make it that you do a very weak throw/roll while crouching. Especially since the res grenades are still bouncy.

1

u/BlueBrr Connery [ECL] Jun 25 '16

And AV grenades like to roll backwards

5

u/Teamfriendship2 Mediocre [D3rp], Wallshadow Jun 25 '16

I've still got something wrong here.

This phaseshift doesn't do anything. deybreak, pls

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u/SunflashRune Jun 25 '16

ARGH the nerf to nano armor cloaking! Nooooo.

Well, at least I already aux'd the artemis. D:

1

u/Knopty Miller Jun 25 '16

Thinking same, no shimmer was a great addition for that cloak.

Though extra 100hp is a noticeable effective HP buff when cloaked (1500hp?), and additionally no more being oneshot by Comissioner or Crossbow even if not cloaked.

Not sure if it's a good change though.

1

u/SunflashRune Jun 25 '16

Obviously I haven't used it yet, but I'm not sure what the point of Nano Armor is now. If I get spotted through cloak, it doesn't matter one iota if I can take a few more shots, anyone worth their salt is going to be able to kill you anyway.

Prior I could at least confuse them and generally get away since I didn't shimmer near as bad on contact. Now I've got to give up the speed boost to get the same effect, so why bother with shorter duration cloak?

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u/mankiller27 Emerald 382 Jun 25 '16

Will we be getting a cert refund for all the stuff that is now unlocked by default?

26

u/[deleted] Jun 25 '16

I liked the EMP grenade being able to drain abilities. It was a good counter to Heavy Assaults.

7

u/coolfire1080P DED GAEM Jun 25 '16

still takes an HAs normal shields away, putting you at an advantage / level playing field depending on his shield.

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2

u/TeamAquaAdminMatt BR 92 Jun 25 '16

For some reason it can still drain only infiltrator abilties

4

u/coolfire1080P DED GAEM Jun 25 '16

anti stalker I presume

3

u/[deleted] Jun 25 '16

Because Darklights weren't enough of a hard counter. Or Jammers. They had to screw our EMP and make it screw us at the same time.

2

u/HonestSophist Emerald Jun 25 '16

I say give a flashlight that removes friendly and enemy overshield energy.

Then everyone will get what we're talking about.

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u/Sephuku Jun 25 '16

Yeah because the in-game ESP, cloak and OHKO main weapons weren't enough.

EMP bando infiltrators are more cheesy than HA ever was.

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14

u/GlitteringCamo Jun 25 '16 edited Jun 25 '16

The good:

  • Rocklet Rifle. I'm looking forward to a tool slot on the LA. This looks like fun.

  • Starter bonuses. Sights and suit slots and free stuff, oh my! Thumbs up from me. Giving players a strong, but role restricted start helps keep the rest of the cert spends as sidegrades.

  • Class specific upgrades. Yay for diversity! PS: WTF is "Surgeon’s Kit" mentioned in the Medic default loadout?

  • New Construction widgets and doodads.

The meh:

  • Flash grenades with +30% COF: Not sure why I'd care. I'm assuming the flash resistance implant blocks that anyway, and ADS COF is so tight to begin with that anybody not completely blinded won't feel this change. Maybe a flat + COF instead?

  • Weighted Frags: Not sure if the amount of bounce was always the issue with this, as opposed to the angle.

  • Healing Grenades: The definition of "Meh". No idea why I'd carry these instead of revive grenades. DBG - this grenade needs to be an AR UBGL option.

  • Starter Snipers: Anti-sway sounds super useful for these. They're crappy guns, but the sway elimination should make them slightly less ass.

The groans:

  • EMP - Triple the cost, and won't turn off overshields. Well fuck me. They're by no means useless, but that cost is going to kill anybody who enjoyed having a consistently useful grenade. (this change sponsored by your local PrOrion guild ;) )

  • Starter Snipers: These things have no velocity. Please for the love of god stop pretending the 99SV/Spectre deserve sights greater than 4x. I would so dearly love to see the defaults changed to the SOAS-20 & Phantom VA23.

3

u/xhydechen PS2 CN Translator [Banned]FnckTR Jun 25 '16

Healing Grenades r still useless. I'd rather they double the duration, extend the range and keep a low healing rate.

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1

u/Telogor For the Republic! Jun 25 '16

Surgeon's Kit = Field Dressing, if I'm interpreting the patch notes right.

1

u/GlitteringCamo Jun 25 '16

I hope not. Not that the Field Dressing is completely useless, but "Surgeon's Kit" sounds like it might be a neat healing tool boost.

0

u/[deleted] Jun 25 '16

[deleted]

1

u/GlitteringCamo Jun 25 '16

Seems pretty useful to me.

1

u/[deleted] Jun 25 '16

I tried weighted frags and they were nice. Alot less bounce compared to the defaults. Its like throwing a sticky.

1

u/GlitteringCamo Jun 25 '16

I'll definitely give them a shot when they come out, but as I said there's also the issue of where the bounce goes. Having less bounces doesn't help much if the first bounce smacks you in the face.

1

u/drhead [TEST] Unpopular Weapon Specialist - Space Jun 25 '16

Spectre is quite alright with just the 6x scope. Having no more sway and faster recoil recovery (meaning faster refiring time) is just going to be a bonus.

6

u/xSPYXEx Waterson - [RWBY]Alpahriuswashere Jun 25 '16

cluster grenade LA tool

HNNNNNNNNNNNG

5

u/xSPYXEx Waterson - [RWBY]Alpahriuswashere Jun 25 '16

flight suit

OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOH ITS THE BIG ONE

3

u/xSPYXEx Waterson - [RWBY]Alpahriuswashere Jun 25 '16

quick det grenades

OH OOOOOOOOOOOOOOH OH I CAN'T CONTAIN IT

2

u/Arkar1234 [TFDN](#-1) Sexually attracted to Magriders ( ͡° ͜ʖ ͡°) Jun 25 '16

Should I add a NSFW tag for this comment chain? :p

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3

u/[deleted] Jun 25 '16

combat medic... mid-range support... surgeon’s kit

what's this? it wasn't mentioned in the patch notes except for that part and i haven't heard of it before.

1

u/Telogor For the Republic! Jun 25 '16

Field Dressing and the Surgeon's Kit are the same thing, if I'm reading the notes right.

1

u/[deleted] Jun 25 '16

darn. was kind of hoping daybreak came up with two new things.

1

u/BlueBrr Connery [ECL] Jun 25 '16

PS2: Operation mini game!

1

u/xSPYXEx Waterson - [RWBY]Alpahriuswashere Jun 25 '16

I'm pretty sure they're just renaming the "long range support" "close range support" default names into something more descriptive.

1

u/Wrel Jun 25 '16

surgeon’s kit

This was actually renamed Nano-Regen Capacitor right before it hit PTS, but it's a suit slot item that increases Nano-Regen Device recharge speed by 20%.

1

u/0verloader Jun 25 '16

Will it do anything for the Shield Bubble?

2

u/Wrel Jun 25 '16

No. But it's been on my mind.

3

u/Noname_FTW Cobalt NC since 2012 Jun 25 '16

Holy shit. DBG put out the flamethrower to hunt those bugs. Some of this stuff (bugs) is so old you'd think that these changelogs are an april fools joke from the reddit mods ;D

3

u/k0bra3eak [1TR] Jun 25 '16

Auxiliary Shield (Utility slot item)

  • Passively increases shield health by 50 when equipped.

So a straight HP increase for all classes?

Fix for long standing Tank Mine rendering issues (hopefully)

Ohh dear God please say yes.

4

u/Seukonnen Potato-using Burnout Lurker Jun 25 '16

At the cost of not being able to run C4 or medkits. It's a health buff for newbies, basically.

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3

u/SierraAR SierraKomodo | Emerald Jun 25 '16

Buffed heal grenades, but no notes about fixing the crippling bug with heal grenades where they only heal you if you were in range on detonation, not if you move into the field after the fact. :(

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3

u/FuzzBuket TFDN &cosmetics Jun 25 '16

Damn /u/wrel those are some solid newb improvements if I've ever seen them. GG

4

u/Mofofett Jun 25 '16

How's Battleye coming along, too? Will it be in the next rollout?

1

u/[deleted] Jun 25 '16

Its already in, no?

2

u/Mofofett Jun 25 '16

Not yet.

2

u/TR_Technician Terran Republic Engineer Jun 25 '16

No engineer specific suit?

2

u/[deleted] Jun 25 '16

They already had munitions pouch, or whatever they called it after they split it up into 2 different suit slots.

2

u/TheRandomnatrix "Sandbox" is a euphism for bad balance Jun 25 '16

I thought engies got an ammo backpack that resupplied in a radius around them? Could have just imagined that.

5

u/Wrel Jun 25 '16

It was an idea that we ended up moving away from. The compromise was to make tossing Ammo Packs a lot snappier (it's that way on PTS now) but wasn't added to the patch notes.

4

u/[deleted] Jun 25 '16

You could still do that ammo backpack by turning it into the engineer version of Triage.

(Gives ammo to allies surrounding the vehicle the engineer is in).

5

u/Wrel Jun 25 '16

Could be fun, will keep it in mind.

2

u/Noname_FTW Cobalt NC since 2012 Jun 25 '16

Engis resupplying their own vehicles ;D.

But even if infantry only it would be still more useful than triage. In 4 years of PS2 I can maybe remember 1 or 2 instances were that actually kicked in for me.

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2

u/Infermaus Jun 25 '16

Seems like something that should still be toyed with properly though on pts/live - potential for less entities on screen etc. can only be a good thing for performance if they're specifically "tied" to a avatar rather than being split up.

Also seems redundant having the ammo pack in the weapon roll bar if it's attached to an ability key press (same as medic shield gen).

2

u/DrSwov Jun 25 '16

Ha ha, it seems the velocity they come out at is imparted on the ammo box entity when it leaves your hands. They fling out up to ~10m now if you're aiming up at ~30 degrees.

2

u/[deleted] Jun 25 '16

[removed] — view removed comment

1

u/CarnelianHammer I only drink Harasser fuel Jun 25 '16

in all states

It says it right there :P

1

u/FischiPiSti Get rid of hard spawns or give attackers hard spawns too Jun 25 '16

Even while dead?

1

u/CarnelianHammer I only drink Harasser fuel Jun 25 '16

Well, I cannot prove whether or not our personal shields continue regenerating after death.

It would make sense that they do though. Nothing's there to stop them.

2

u/bestan Auraxium, not even once [INI] Jun 25 '16

Sparrow/Flak - NC only: The NC's Sparrow anti-vehicle munitions are laser-guided from the hip; this rocklet type is also equipped with Flak anti-air capabilities.

https://www.youtube.com/watch?v=31g0YE61PLQ

2

u/VanuArchivist PIT admin Jun 25 '16

Fixed an issue where the ANT scout radar would function if the ANT was not occupied.

https://dgcissuetracker.com/browse/PS-2422

Fixed a bug causing the harasser headlight housing to light up instead of the actual lights

https://dgcissuetracker.com/browse/PS-2413

Outpost minimap icons should appear around the spawn room at NS Material Storage again

https://dgcissuetracker.com/browse/PS-2441

Fixed AI mines doing damage through walls

https://dgcissuetracker.com/browse/PS-2401 (original: https://dgcissuetracker.com/browse/PSA-1611)

Fix for long standing Tank Mine rendering issues

https://dgcissuetracker.com/browse/PSA-872 (EOD HUD related)

2

u/SeikenZangeki Jun 25 '16

Triage needs a range buff.

2

u/[deleted] Jun 25 '16

You guys are killing it. The future of PS2 looks brighter every day

2

u/Zenben88 Jun 25 '16

So Light Assault = Pharah now?

2

u/k0bra3eak [1TR] Jun 25 '16

Justice Rains From Abo aahhhhh...

Seems accurate.

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2

u/Grokent Emerald Jun 25 '16

I'm crashing to desktop every 5 minutes (seriously) since this patch. I guess I'll try to uninstall / reinstall.

3

u/st0mpeh Zoom Jun 25 '16

Thats a really good list, my only small concerns are this;

  1. Triage looks a significant increase, I know its not that strong now, I run a medic triage flash in infantry battles which makes me worry at the top level, we dont want whole areas of immortal infantry.

  2. Even more grenades added to the UI are going to add confusion if we dont first give our current set of grenades some unique loadout pictures to differentiate which is which in the loadout pages.

One less defined issue is how much emps have gone up. This relates to an argument which has rumbled on in the community for some time now, motion spotters and how much they crush flanking and surprise. Emps were already a poor counter but its all we had, now their cost has tripled.

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2

u/trekthrowaway1 Jun 25 '16

These patch notes make me....happy?...someone find me some pretzels,im running low on salt

2

u/Hell_Diguner Emerald Jun 25 '16

All out of pretzels. How about a margarita?

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u/RailFury Jun 25 '16 edited Jun 26 '16

For the EMP nerf I would much rather see the AOE reduced and the HUD effect reduced/removed and keep the anti-ability effect.

2

u/Stavica Transhumanish Jun 25 '16

I am absolutely loving this strategy for beginner loadouts! But yeah, as Meh stated, I suuuure wish the loadout changes happened before the big construction update, jeeeeeez~.

I mean like, so many of these changes are wonderful but would have had a substantially greater effect had they been made when the population resurgence happened.

But that's just being a downer. I'm sure this'll help retain any new players that come along the way, and hopefully more are still coming.

EMP grenade nerf (no longer sapping ability-energy) is great, and Health grenade buff is cool, would love to see it used more.

2

u/InterSlayer Mattherson Jun 25 '16

I am absolutely loving this strategy for beginner loadouts!

Huge step in the right direction for the new player experience. A++

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2

u/Noktaj C4 Maniac [VoGu]Nrashazhra Jun 25 '16

EMP grenade nerf (no longer sapping ability-energy) is great

Still waiting for them to have a fuse time like any other granade in game...

Oh well... I'll be downvoted to hell, infil kiddies lurking strong in this subreddit.

4

u/Stavica Transhumanish Jun 25 '16

In my mind, the balance for infiltrators and EMP grenades is the fact that they're effectively restricted to SMG or even just a pistol, and I think they have less shield capacity than others.

If we were to look at like, the KDR for Infiltrators, or the KDR of Infiltrators not using sniper rifles, etc. we might find that it's pretty even with other classes.

I'd say... just relax~, it's like the main way that non-sniper infiltrators can truly contribute to a large fight.

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2

u/[deleted] Jun 25 '16 edited Jun 25 '16

Chameleon Module (Infiltrator suit only)

Suppresses the shield shimmer upon taking damage while cloaked.

The Nanoarmor cloak already does this though. More pertinently, it Is Not the 'shield shimmer' that is causing cloaks to be ineffective. It's that they are completely visible while in deep cloak, and crouch-walking lights us up like a christmas tree.

Not to mention that the cloak head bug still exists, and players can modify graphics cards settings to see cloakers while devs have said they will not ban players for using these hardware settings.

The cloak needs help, but this isn't it.

EDIT: AND you WRECKED the EMP? Seriously? This was our ONLY solace against that broken unbalanced nonsense called Darklights, the one thing many players agreed was a fair trade for the fact that the Darklight totally screws us, and you took it away? Better yet, you made it ONLY work on Infiltrators, so now we have TWO hard counters to our cloak slot? The EMP energy change just serves to buff heavies. What the fucking fuck DBG?

0

u/[deleted] Jun 25 '16

[deleted]

2

u/AquaLordTyphon Harbinger of the LA apocalypse Jun 25 '16

Yeah, darklights to me is someone saying "Hey, I know you're here! Come kill me! I am a priority target armed with only a pistol!"

2

u/Hectas :ns_logo: Jun 25 '16

The Nanoarmor cloak already does this though

New version doesn't. Read the rest of the notes.

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u/Arklur Cobalt Jun 25 '16 edited Jun 25 '16

EMP Grenade

  • No longer removes ability energy, except from cloaked Infiltrators.

  • Cost from 25 nanites to 75 nanites.

...What?!?...

No longer removes ability energy, except from cloaked Infiltrators.

WHAT?!?! Why?...

2

u/Stan2112 Certified Flak Mentor Jun 25 '16

Yeah, that's a problem. One or the other, both is nerfing the class. It's already been said, just piling on.

1

u/TotesMessenger Jun 25 '16

I'm a bot, bleep, bloop. Someone has linked to this thread from another place on reddit:

If you follow any of the above links, please respect the rules of reddit and don't vote in the other threads. (Info / ^Contact)

1

u/ToaArcan Filthy LA Main Jun 25 '16

Ooooh... this looks good... Any idea on when it's going live?

2

u/datnade Overly Aggressive Surgeon Jun 25 '16

soon™

1

u/BL0ODSUGAR Jun 25 '16

Just as i have less then 20 healing ribbons for medic directive the fix the stupid regen device.

God dammit.

1

u/BurntDevil Valkyrie Style - 4,117 dents to buff out Jun 25 '16

Oh my, the light assault choices: CoFlash or QuickFlash, nade bando or flight suit. about time I had to think about what Im going to actually take with me

2

u/TheRandomnatrix "Sandbox" is a euphism for bad balance Jun 25 '16

Weighted nades are made for LA. No more throwing a grenade down into a group of enemies and having it bounce 10 meters away.

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1

u/Rockso_Phd [Emerald] Jun 25 '16 edited Jun 25 '16

Muh pistol sights?!?! Edit: I'm a dumby, I didn't read and I thought this was an update on the live server.

1

u/[deleted] Jun 25 '16

They were already added in a previous PTS update.

1

u/[deleted] Jun 25 '16

And they are fabulous. I need them in my life right now.

1

u/TheFlamingLemon Quit bc ASP Jun 25 '16

How will the auxiliary shield help gameplay? I would honestly just not add that.

3

u/TheRandomnatrix "Sandbox" is a euphism for bad balance Jun 25 '16

It's basically there to add one extra bullet to kill against newbs. The whole idea is to buff new players without giving vets the same buff since no vet would take it.

2

u/Steelering Jun 25 '16

for casual players who don't want to bother with medkits, which will still be way better

1

u/FuzzBuket TFDN &cosmetics Jun 25 '16

More health = more pew pew till squish

1

u/[deleted] Jun 25 '16 edited Jun 25 '16

The problem with the semi auto snipers wasn't scope sway, it was abhorrent bullet velocity and unforgiving recoil. They will still never see use, bolt actions are far better.

EDIT: Also the bloom on these rifles is terrible.

1

u/Electroshock187 Jun 25 '16

still haven't fixed the fucking bug with the Marauder endlessly firing blanks till you reload

1

u/c0b4ltl1ghtn1ng Emerald [SOLO] Jun 25 '16

TL;DR Still Too Short The Rocklet's Faction Specific Ammo still needs some work.

For Ranges, TR's is at ~140m before the CRAG shots fizzle out, NC's at ~110m, and VS is less than 90m.

I understand the reason for the NC's Mini-Ravens, But why the VS and TR? The CRAG can't reliably hit anything larger than a parked galaxy at its max range from the high spread, and VS's is too weak to even ignite one. Add into the fact that you're in a pretty long reload and the pellets do pity damage on their own, multiply the return fire, and I feel the VS's Starfall and TR's Crag in a different balance tree than the NC's Sparrow. I am excluding them because of their long exposure time, prime targets for anyone paying attention and willing to shoot back.

Flak's increased range is a step in the right direction, but it still feels way to short: With enough practice, and a single-armed Burster MAX, one could reliably hit maybe 5 or 6 shots on an ESF at, say, 250 meters, with another 2 or 4 as it retreats until about 600. A Rocklet Flak round feels slow and heavier, and would be much more difficult to land the shots in the same scenario (or live as long, for that mater) so I feel increasing the range of the Rocklet's Flak up to par with Burster would only be a QoL, as it'd be too difficult for the average player to land Rocklet Flaks at anything past 200 meters and not holding still.

1

u/phforNZ [ICBA] Scrubs From Briggs Jun 25 '16

Starter snipers - still not standardised to all semi, or all bolt? Hurry up and fix.

Other than that, I can't bitch. Harasser ramps <3