Results 1 to 20 of 37
Thread: Game Update 1 patch notes
12-12-2012, 01:21 PM #1
Game Update 1 patch notes
Official forum post.
Did not see it posted here, so thought I'd do it to see what other people think.
Editted to add some other points I did not spot at first.
Horns are now available for the Sunderer and Flash! Check the Depot under Vehicle Gear = Sunderer drivers can finally tell others to get the hell out of the way.
Multiple characters on same server = Me going Traitor as an alt!
New Corvus assault rifle & Ursa LMG = If really accurate will be just what I need for more ranged combat.
*The Corvus assault rifle has a slow rate of fire but compensates with deadly accuracy.
*The Ursa light machine gun will provide a slightly lower rate of fire but extreme accurate fire.
The tail gun on the Liberator is now located on the back of the tail wing and not underneath it. This provides a greater coverage for all tail gun variants. = as Pres.Weasel pointed out, should make it easier for tail gunners to swat Mosquitos.
Tank mines can now once again be deployed by throwing them reverting the change made last week = Sunderer insurance premiums going up I presume.
Lock on Rocket Launchers will no longer fire without a lock on = Goodbye Hades, you are no longer worth it.
Extended ammunition attachments will no longer provide more ammunition capability than intended. They all will now provide 4 more rounds. = Hope it does not mean MAXes too...500 certs for extra 4 rounds would be silly.
The main shields at Tech Plants are now operated by two generators in the outlying buildings. These shields now have icons that display the status of the generators. = Should make those battles more enjoyable me thinks.
The Lightning Skyguard Turret has increased projectile speed and it's reticule has been adjusted to use the Terran Republic Burster MAX reticule. = This might mean I can hit stuff with my Skyguard Lightning for a change.
Platoons should now longer state they are “full” when all squads have squad leaders and there is still room for more members. = Ridebird spotted this, should make it easier for platoon leaders.
Have not done enough air combat for me to feel knowledgeable enough to talk about it, but think it will be of interest to the rest of you.
Last edited by Sceptrum; 12-12-2012 at 03:46 PM.Steam: krusader83 | Origin: Sceptrum
Planetside 2: SceptrumVS (Miller) : SceptrumNC (Cobalt) : SceptrumTR (Cobalt)
12-12-2012, 01:28 PM #2
You forgot the most important one:
Horns are now available for the Sunderer and Flash! Check the Depot under Vehicle Gear.
12-12-2012, 01:31 PM #3
12-12-2012, 01:54 PM #4
Now we can all create toons to join in with our lesser NC brethren. It seems that the boys in blue are not doing well numbers wise. Perhaps now they can possibly put a platoon together with the aid of our prodigious purpley prowess.
12-12-2012, 08:17 PM #5
- Join Date
- Nov 2012
12-12-2012, 09:56 PM #6
12-12-2012, 02:19 PM #7
- Platoons should now longer state they are “full” when all squads have squad leaders and there is still room for more members.
Glorious news, I can now be platoon leader and not dude wot moves dudes.
Last edited by RIDEBIRD; 12-12-2012 at 02:23 PM.
12-12-2012, 02:40 PM #8
They've moved the tail gun from under the back of the lib to being actually on the back of it? That should help a lot against enemy fighters.
Also rocket pod damage to aircraft has been decreased - both of those together might stop liberators being such easy kills for, err, me. Also other pilots.
12-12-2012, 06:26 PM #9
Beep Beep Bitches!Originally Posted by CROCONOUGHTKEY
12-12-2012, 06:36 PM #10
I'm a bit disappointed in the change to rockets. I think they'll still be used as they are, you'll just get slightly fewer kills per volley if you're going against infantry. The whole point of the 'sidegrades' is to, well, not be completely above and beyond. Why not just make these pin-point explosions, good against armour or direct hits and nothing else. Obviously it remains to be seen how these actually play out, but I'm not convinced.
12-12-2012, 06:51 PM #11
12-12-2012, 07:00 PM #12
- Join Date
- Jun 2011
I mean really? One faction char per server was one of the few well thought out things in the game. Now you can have three characters on one server and just roll with whoever is actually winning.
And horns are Vehicle GEAR? As in, only available as Station Cash purchase? If so, holy shit lol.
12-12-2012, 07:05 PM #13
12-12-2012, 08:13 PM #14
- Join Date
- Oct 2012
I'm glad they fixed Rocket Pods at least against turrets. ESF destroying anti-air turrets in one pass was just a bit silly. The changes to the platoon system are also more than welcome, for obvious reasons.
12-12-2012, 09:59 PM #15
Horns on the flash... because it's not like you cannot already hear that thing from miles away
13-12-2012, 01:49 AM #16
I strongly oppose the changes to Tech Plants. As i have already posted in my facility thread, they probably are too easy to capture now. At least in my opinion.
I really like how a bunch of defenders was able to hold a Tech Plant against higher numbers as tanks and aircraft could not interfere too much and more than once i have seen defenders push out the attackers despite them having passed the doors.
I fear this has now changed. In case anyone was not aware, there are two important things that make Tech Plants a lot harder to defend. Of course the generators outside for the shields but also the teleporter connecting the main spawn room with the interior has been removed.
That means that Tech Plants now are basically AMP Stations without walls and with shield gens that are way easier to camp with tanks. And also with the still unshielded doors.
Once a Tech Plant is swarmed by armor, it will hardly be possible to defend it now. Even less than an AMP would, because in an AMP the defenders can still reach the shield generators from the main spawn, even if the attacking armor is inside the walls. And the SCU in AMP Stations is arguably easier to defend as it is inside.
To me, Tech Plants now look like smaller AMP Stations (with better bonus though).
13-12-2012, 09:55 AM #17
In my personal oppinion it doesn't matter much. Defense in this game is pretty much worthless, due to missing incentives to defend, overall abundance and effectiveness of vehicles as well as the overall shitty base design. So the new tech plants actually get them more into line with the rest of the bases...
13-12-2012, 11:14 AM #18
I make it a point now for any larger place that I have just taken to repair the shields, just to annoy anyone trying to get an easy return.- Tom De Roeck.
"Quantacat's name is still recognised even if he watches on with detached eyes like Peter Molyneux over a cube in 3D space, staring at it with tears in his eyes, softly whispering... Someday they'll get it."
"It's frankly embarrassing. The mods on here are woeful."
"I wrinkled my nose at QC being a mod."
"At least he has some personality."
13-12-2012, 11:30 AM #19
Personally i just enjoy it a lot more to fight over bases when there are defenders and attackers, so imho changes should encourage more defending instead of less. And thanks to the small entrances and the teleporter, Tech Plants tended to feel more defended even when hold by a smaller force. As is now, every non Bio Lab base can be easily taken with as little as 1.5 times the numbers of the defenders. If you come in vehicles and the defenders are on foot, you hardly need any bigger numbers or superior organization at all.
Maybe that is what SOE wants however, a number of zergs running around taking bases with little resistance and loosing them when the next group rushes through. It is just that i would prefer more static front lines.
13-12-2012, 12:56 PM #20
Incentives to defend is 15% XP, right? And the fact that you get a lot of kills. People generally want to move in a zerg always going forward though. With the strategic crew we've done plenty of defending.