Page 60 of 288 FirstFirst ... 1050585960616270110160 ... LastLast
Results 1,181 to 1,200 of 5745
  1. #1181
    Secondary Hivemind Nexus EsotericReverie's Avatar
    Join Date
    Dec 2012
    Location
    Sweden (Göteborg)
    Posts
    3,281
    I rather like the feel of the Ursa and the Corvus, atually. Rather heavy-hitting sound on those two. Otherwise I agree that the models and general feeling are rather dull.

  2. #1182
    Secondary Hivemind Nexus
    Join Date
    Jun 2011
    Posts
    1,618
    Yes the Harasser is with this update. However, the latest test server version apparently had a rather huge nerf - the Harrasser went from being immune to small arms, to taking 100% damage from it. It will go down to ~1.5-2 mags of LMG fire reportedly. So it looks like it's main role will be mobile AA and possible AV sniping with Sauron/Halbeard.

    I don't agree witht he Corvus sounding hard hitting. One of the problems with it (other than the awful DPS which gets you into a world of close-range trouble) is that it sounds and feels like it's doing nothing, even though it's quite capable at range.

    I do however love the VS shotgun sound. Especially with slugs (although I dislike using them). Like some super-powerful concussion weapon.

  3. #1183
    Secondary Hivemind Nexus Bankrotas's Avatar
    Join Date
    Apr 2012
    Location
    Lithuania
    Posts
    1,640
    Patch notes (angelic voice) infantry weapon changes at WAS topic.
    New in the Depot

    MAX Weapons:

    • NCM3 Raven
      • The NCM3 Raven is a laser guided rocket launcher that deals heavy damage to vehicles. (NC only)

    • MR1 Fracture
      • The MR1 Fracture is a dual rotary cannon that fires high velocity rockets designed specifically to penetrate vehicle armor. (TR only)

    • Vortex VM21
      • The VM21 particle accelerator is capable of firing a beam that punches through vehicles. Charging the weapon will increase damage at the cost of more ammunition used per shot. (VS only)



    Faction Helmets

    • NC: Nightstriker Helmet
    • TR: Dreadnought Helmet
    • VS: Hyperion Helmet


    MAX Helmets


    • NC: MT Regulator Helmet, Extractor LP Helmet
    • TR: Golem MRK1 Helmet, Colossus Helmet
    • VS: Preceptor Helmet, Xenoxus Helmet


    MAX Ogre Armor

    • Harasser cosmetic items including Lumifiber Trim, Chassis Lights and a Horn
    • Single Use Camos have been removed from the Depot


    Vehicle Updates

    New Common Pool Vehicle – The Harasser


    • The Harasser is a speedy armored assault buggy that plays a dual role as both a transport and a strike vehicle.
    • Carries three units:
      • Driver
      • Gunner
      • Passenger in rumble seat (supports a MAX unit)



    • A pass was done on the elevation ranges of some vehicle turrets:


    • M20 Basilisk
      • Increased upward elevation range from 35 to 65 degrees
      • Increased downward elevation range from 17 to 24 degrees on Sunderer Only





    • M12 Kobalt
      • Increased upward elevation range from 50 to 65 degrees
      • Increased downward elevation range from 20 to 25 degrees on Sunderer Only




    • ES540 Halberd
      • Increased upward elevation range from 25 to 30 degrees
      • Increased downward elevation range from 7 to 14 degrees




    • Saron HRB
      • Increased upward elevation range from 25 to 30 degrees
      • Increased downward elevation range from 7 to 10 degrees




    • Enforcer ML85
    • Increased upward elevation range from 25 to 30 degrees
    • Increased downward elevation range from 7 to 10 degrees


    Vehicle Weapon Adjustments:


    • M20 Basilisk
      • Upped base cone of fire, but removed additional blooming
      • Min COF increased from .25 to .75
      • Max COF decreased from 1 to .75
      • Lowered projectile speed from 650 to 500



    • M20 Drake
      • Upped base cone of fire slightly, but removed CoF blooming
      • Min COF increased from .25 to .66
      • Max COF decreased from 1 to .66
      • Lowered projectile speed from 750 to 650




    • G40-F Ranger
      • Reduced Flak Damage from 56 to 38
      • Decreased time between shots from 272 to 182
      • Increased Clip Size from 24 to 32
      • Magazine Size certs now gives 3 rounds per rank.
      • Increased Ammo Capacity from 288 to 384
      • Ammo Capacity certs now gives 16 rounds per rank.
      • Increased CoF from 1 to 1.25




    • Reaver M30 Mustang AH
      • Damage per pellet reduced from 175 to 150




    • Scythe Light PPA
      • Increased projectile speed from 250 to 300



    • Mosquito M14 Banshee
      • Direct hit damage increased from 140 to 150




    • Tank Armor Changes. In general the below changes will allow tanks to sustain one more anti-tank round to the front and sides and about 1.5 to 2 more tank rounds to the rear. Armor certifications are listed as decreasing, this was to keep them able to absorb roughly one addition anti-tank round to that side. Also smoothed out some unnecessary inconsistencies between the tanks.



    • Lightning
      • Front Armor Increased from 55 to 65
      • Front Armor certification bonus decreased from 10 to 7
      • Side & Top Armor Increased from 45 to 58
      • Side Armor certification bonus decreased from 10 to 8
      • Top Armor certification bonus decreased from 15 to 8
      • Rear & Bottom Armor Increased




    • Magrider
      • Front Armor Increased from 55 to 63
      • Side & Top Armor Increased from 50 to 58
      • Side Armor certification bonus decreased from 10 to 8
      • Top Armor certification bonus decreased from 10 to 8
      • Rear Armor Increased from -20 to 30




    • Prowler



      • Front Armor Increased from 55 to 63
      • Side & Top Armor Increased from 50 to 58
      • Side Armor certification bonus decreased from 10 to 8
      • Top Armor certification bonus decreased from 10 to 8
      • Rear & Bottom Armor Increased from -20 to 30




    • Vanguard
      • Front Armor Increased from 62 to 68
      • Front Armor certification bonus decreased from 5 to 4
      • Side & Top Armor Increased from 60 to 65
      • Rear & Bottom Armor Increased from -20 to 35




    • New Armor Piercing 30mm Resist Type: A new resist type has been created for Tank Busting caliber chain guns. Tanks have been given a vulnerability to this resist type. This makes these weapons nearly as effective as they were before the above armor increases.




      • Lightning (65)
      • Magrider (60)
      • Vanguard (62)
      • Prowler (60)




    • The following weapons use this new resist type



      • AP30 Shredder
      • CAS30 Tank Buster




    • New Armor Piercing Round Resist Type: A new resist type has been created for AP tanks rounds (and a few other weapons). Tanks have been given a vulnerability to this resist type. This makes these weapons nearly as effective as they were before the above armor increases.
      • Lightning (-25)
      • Magrider (-20)
      • Vanguard (-18)
      • Prowler (-20)




    • The following weapons use this new resist type



      • Lightning L100 Python AP
      • Magrider Supernova FPC
      • Vanguard Titan-150 AP
      • Prowler P2-120 AP
      • Phalanx Spear AV Turret
      • Liberator C150 Dalton




    • Sunderer:



      • Resistance to C4 increased from -50 to -40
      • Critical damage state on Sunderer begins at 13% health remaining instead of 12.5%
      • Two C4 will still place a full health stock Sunderer in critical damage state.




    • Annihilator
      • Damage increased from 1150 to 1200



    Bug Fixes:


    • Fix for ESF external afterburners not being able to be re-equipped if a secondary weapon is selected in VR training
    • Fix for ESF external afterburners not being able to be re-equipped if a secondary weapon is selected in VR training
    • Fixed issue where Vanguard Shield would sometimes immediately shut off or shut off after taking a little bit of damage
    • The Prowler should now have appropriate 3rd and 1st person audio while in Anchored Mode


    Infantry Updates

    Improved MAX Flak Armor. Flak armor explosion resist is now increased 10% each tier.

    Tier 1: 10%
    Tier 2: 20%
    Tier 3: 30%
    Tier 4: 40%
    Tier 5: 50%

    Improved MAX Kinetic Armor. Kinetic Armor now increases the default light projectile resist by 1.5% each tier.

    Tier 1: 81.5%
    Tier 1: 83%
    Tier 1: 84.5%
    Tier 1: 86%
    Tier 1: 87.5%

    Updated MAX Nano-Armor Accelerator

    Renamed to Nanite Auto Repair System.
    Damage delay reduced to 8 seconds.
    Increased Healing rate
    Tier 1: 0.5% per second
    Tier 2: 0.75% per second
    Tier 3: 1.0% per second
    Tier 4: 1.25% per second
    Tier 5: 1.5% per second


    Bug Fixes and Misc Changes


    • Fix for the extended magazine attachments not taking effect until after reloading.
    • Fixed an animation bug with the Lasher X2’s ammo clip during the reload.
    • Bolt action sniper rifles should no longer be inaccurately labeled as having Semi-Auto fire modes in the Depot.
    • The ammo, barrel, and forward grip cert prices for the AMR-66 should now be consistent with similar weapons for the other factions.
    • Fixed an intermittent issue where shots from the main turret of MBTs would not display properly.
    • Squad Deploy and Instant Action can no longer be utilized as a MAX. Squad deploy will now give the option of deploying as a different class.
    • The auto resupply function will now attempt to purchase up to the max equip count for an item based on available resources.
    • Increased the maximum look angle of infantry when looking down.
    • Fixed VS Cosmos VM3 having a max cone of fire of 7. It now matches all other MAX weapons with a max cone of fire of 3.
    • NC Bouncers and VS Proximity Mines now have attached lights that will allow aware players to spot and avoid them.
    • VS Comet VM2 will no longer show certifications in the VR zone.
    • Fixed an exploit that allowed engineers to create a self-repairing Flash.
    • Consumables no longer require resources to resupply in the VR training zone.
    • The resist shield duration will now correctly increase with each cert rank.


    UI Updates


    • The vehicle stat page now shows stats for individual vehicle weapons. This includes ribbons and medals.
    • Added ability to preview items contained in bundles
    • Added directional indicator to capture progress indicators on the map
    • Colors can now be assigned per entity rather than via a global color setting. This allows players to apply color presets to UI elements that represent players (nameplates, minimap indicators, vehicle indicators, etc.) separate from facilities (basically everything else - objectives, map regions, terminal indicators, etc.).
    • Facility NPC indicators (terminals, vehicle ammo dispensers, etc.) now show up on the map screen at zoom level 5 (same zoom level as objectives).


    Bug Fixes


    • Minimap indicators now properly update their colors when changing them in the settings and then returning to game.
    • Exiting the game should no longer cause Invert Reverse Steering for Tanks setting to toggle off
    • Fixed an issue with the weapon select HUD not updating properly when entering the VR zone
    • The Commissioner and Underboss pistols should now filter properly in the Depot
    • Fixed an issue causing some players to appear to have two helmets equipped simultaneously. May require impacted players to re-equip their helmet.
    • Leaderboards will now display earned certifications only
    • Fixed a display issue with Auraxium Loyalty Level showing as Copper after reclogging
    • Fixed a bug that would end a Twitch TV stream if you Alt –Tab’d out of fullscreen
    • Fixed issues with loadouts being reset after leaving VR training
    Hear from the spirit-world this mystery:
    Creation is summed up, O man, in thee;
    Angel and demon, man and beast art thou,
    Yea, thou art all thou dost appear to be!
    http://ps2guides.besaba.com/

  4. #1184
    Lesser Hivemind Node
    Join Date
    Nov 2012
    Posts
    690
    A lot of good stuff in there, love the elevation changes to tank secondaries. Max armor-certs changes are nice. Hope the harasser is armored vs infantry weapons. Not 100% but a good amount of small arms resistance.

    AP Lighting, going to love it even more now I reckon.

    Also very nice to see that Zephyr getting a "nerf" against armor and dalton a "buff".

  5. #1185
    Secondary Hivemind Nexus Bankrotas's Avatar
    Join Date
    Apr 2012
    Location
    Lithuania
    Posts
    1,640
    Quote Originally Posted by Wardancer View Post
    Hope the harasser is armored vs infantry weapons. Not 100% but a good amount of small arms resistance.
    .
    96% nothing less or more.
    Hear from the spirit-world this mystery:
    Creation is summed up, O man, in thee;
    Angel and demon, man and beast art thou,
    Yea, thou art all thou dost appear to be!
    http://ps2guides.besaba.com/

  6. #1186
    Obscure Node
    Join Date
    Aug 2012
    Posts
    28
    Crap...no more hunting tanks solo with my dumbfire launcher! Can't wait to get my hands on the Harasser though.

  7. #1187
    Secondary Hivemind Nexus EsotericReverie's Avatar
    Join Date
    Dec 2012
    Location
    Sweden (Göteborg)
    Posts
    3,281
    Sad to see Mana AV turrets are still as effective as ever against tanks though.

    Otherwise, this list looks very promising. Looking forward to trying some of it out tonight!

  8. #1188
    Secondary Hivemind Nexus Jesus_Phish's Avatar
    Join Date
    Aug 2012
    Location
    Dublin, Ireland
    Posts
    4,189
    Why shouldn't they be effective against tanks though?

    They're effective against tanks, but they leave the user exposed to air and infantry. A fair trade off I think.
    "Halo is designed to make the player think "I look like that, I am macho sitting in my undies with my xbox""

    Steam ID

  9. #1189
    Activated Node
    Join Date
    Mar 2013
    Posts
    97
    Quote Originally Posted by Bankrotas View Post
    Saron HRB

    • Increased upward elevation range from 25 to 30 degrees
    • Increased downward elevation range from 7 to 10 degrees

    Is it a sign I've been playing too much that I actually got excited when I read this? Not being able to shoot things with a Saron because of limited elevation has always been annoying.

  10. #1190
    Secondary Hivemind Nexus mickygor's Avatar
    Join Date
    Dec 2011
    Location
    Leicester, UK
    Posts
    1,552
    Quote Originally Posted by Jesus_Phish View Post
    Why shouldn't they be effective against tanks though?

    They're effective against tanks, but they leave the user exposed to air and infantry. A fair trade off I think.
    I think their range is too high. Half the time my game doesn't render what's destroying my sunderer.
    Itsbastiat, Dawngate
    Bastiat, Planetside 2, Miller NC
    Therin Katta, FFXIV, Cerberus

  11. #1191
    Secondary Hivemind Nexus EsotericReverie's Avatar
    Join Date
    Dec 2012
    Location
    Sweden (Göteborg)
    Posts
    3,281
    Yeah, that is the problem. The complete inability for the people on the receiving end to even identify the threat before it hits them, or even after that, usually. Sniper rifles are the same way, but it's more OK, because the time to spawn and resource investment is much less for infantry than for tanks.

  12. #1192
    Secondary Hivemind Nexus
    Join Date
    Jan 2013
    Posts
    2,134
    Quote Originally Posted by QuantaCat View Post
    Im more annoyed by the new Vanu helmet looking like a cheap dirtbike helmet.
    'The community were asking for more sci-fi themed helmets, so in the next patch we have awesome robo-stormtrooper helmets for everyone! Apart from the Vanu players, who have a strong aversion sci-fi elements and so have been given a more generic style helmet.' -Actual quote.

    edit: Have read the patch notes now, is it strange that I am most excited about increased angles for vehicle weapons and finally fixing auto-resupply?
    Last edited by Rizlar; 02-05-2013 at 01:09 PM.

  13. #1193
    Secondary Hivemind Nexus Jesus_Phish's Avatar
    Join Date
    Aug 2012
    Location
    Dublin, Ireland
    Posts
    4,189
    The rendering issue is a rendering range issue, not an issue with the MANA AV turret. How do you decide what rendering to use when it'll vary differently from player to player?

    Would you still have an issue if you could actually see the Engineer and the turret from your Sundy? Im lucky enough that I've never been taking out by something I can't see coming, but I think I can understand the frustration that would bring. However I don't think nerfing the range on a weapon is the right answer to that.
    "Halo is designed to make the player think "I look like that, I am macho sitting in my undies with my xbox""

    Steam ID

  14. #1194
    Lesser Hivemind Node
    Join Date
    Jan 2013
    Posts
    889
    Quote Originally Posted by Jesus_Phish View Post
    The rendering issue is a rendering range issue, not an issue with the MANA AV turret. How do you decide what rendering to use when it'll vary differently from player to player?

    Would you still have an issue if you could actually see the Engineer and the turret from your Sundy? Im lucky enough that I've never been taking out by something I can't see coming, but I think I can understand the frustration that would bring. However I don't think nerfing the range on a weapon is the right answer to that.
    Hell yes. What but a nigh impossible to spot enemy is an engi on a mana turret 300m out? If they're somewhere with a backdrop, you can't see em. Overall, the mana turret needs to be nerfed into the ground. Its range, damage and accuracy are insane. It's a tank that can nail your sunderer from 500 out without, except that it's faster than with a tank, and more reliable.

    Steering capability should stop functioning after 300m. Two engineers being dicks and setting up on some mountain top (dropping in via spawn beacon) 500m from a battlefield and twoshotting sunderers and tanks needs to be something that doesnt exist. Most importantly, killing the turret needs to have a tangible impact. Currently, engineers do the fire and forget thing, or they get revived after being killed and place a new one. Either putting the turret on a 5 minute cooldown (triggered after firing the first shot), or making it necessary to resupply at an ammo terminal would both work. Placing your turret somewhere it's going to die quickly should be heavily discouraged.

  15. #1195
    Secondary Hivemind Nexus EsotericReverie's Avatar
    Join Date
    Dec 2012
    Location
    Sweden (Göteborg)
    Posts
    3,281
    Why not simply make the turret a supply item, like mines and grenades, except you can only carry the one? If it blows up, you have to go back to an equipment terminal to resupply, for a noticeable amount of resources, similar to a (pizza) box of C4 for instance.

  16. #1196
    Secondary Hivemind Nexus Jesus_Phish's Avatar
    Join Date
    Aug 2012
    Location
    Dublin, Ireland
    Posts
    4,189
    Some good points there.

    I don't agree with the first though, that you should be able to see a engi when he's far away. He's a tiny dot to you, where as you're in a massive bus, that holds 12 people. That's his advantage on you.

    Loosing some control over the steering after Xm is a good idea, though don't forget, these things aren't pin point accurate. Ther'e is a degree of skill in learning how to fire one effectively. If you've over shot the projectile, you can't bring it back. If you don't lead the Sundy by enough, you'll miss it. If the sundy is out in the middle of nowhere, is stationary and unprotected, it's the fault of the driver who left it there that you nail it.

    Two engineers working together is just good team work. It can be countered. Have someone with a sniper take them out or put them under pressure. Get some LA's up there. Have someone in an ESF take them out.

    And the turret does have some CD, not very large. But it also can't just be set up anywhere. It makes you a target to inf and flyers while you're using it. If the target moves away or around a corner, you have to move to a new location and set up again.

    Making it a supply item like Eso said though is a decent idea. But at the same time is it fair? Should the regular turret also be the same? It was built into the class from the start, same as the rocket launchers. Should Launchers only get limited resource ammo?
    Last edited by Jesus_Phish; 02-05-2013 at 02:08 PM.
    "Halo is designed to make the player think "I look like that, I am macho sitting in my undies with my xbox""

    Steam ID

  17. #1197
    Activated Node
    Join Date
    Mar 2013
    Posts
    97
    @EsotericReverie: As long as you can de-construct them to resupply that seems reasonable, gives people a reason to destroy the things.

  18. #1198
    Secondary Hivemind Nexus mickygor's Avatar
    Join Date
    Dec 2011
    Location
    Leicester, UK
    Posts
    1,552
    Quote Originally Posted by Jesus_Phish View Post
    The rendering issue is a rendering range issue, not an issue with the MANA AV turret. How do you decide what rendering to use when it'll vary differently from player to player?

    Would you still have an issue if you could actually see the Engineer and the turret from your Sundy? Im lucky enough that I've never been taking out by something I can't see coming, but I think I can understand the frustration that would bring. However I don't think nerfing the range on a weapon is the right answer to that.
    I wouldn't have an issue because at the very least I'd have a rough idea of how to get back at the bastard that blew up my sundie. The thing with regards to rendering range, I'm running a 560Ti, it's not exactly a low end card, so if I'm having problems with render range then it's fair to assume that a lot of people are - especially considering the game is running on Dx9. Render range would have minimal impact on CPU load, especially if at long distance it were just rough approximations, which would be good enough for me. The game has to be tracking the source for my client to even recognise the projectile, so a couple of dark pixels in the distance (the terrain's already rendered, after all) would be good enough for me.

    I think the most annoying thing about the turret though is the 5 second cooldown for it. There's no real point in destroying it because if the engineer survives then it'll be right back up there and that's dps wasted for what, 38xp? A well placed turret acts as a shield for an engie to duck down and hide whilst the cooldown/assembly times are in process, it means ultimately you're relying on a crackshot marksman to fix the issue. Assuming they can render it.
    Itsbastiat, Dawngate
    Bastiat, Planetside 2, Miller NC
    Therin Katta, FFXIV, Cerberus

  19. #1199
    Secondary Hivemind Nexus
    Join Date
    Jan 2013
    Posts
    2,134
    Yeah, it's mostly the render issues that are a problem. As far as I know render range is standard and not related to your gpu or any other part of your rig. It's basically the same as the problem with libs in the past - they should not be able to destroy stuff that is unable to render them. Not sure if the issue is with rendering the turret/engi themselves, or just that the projectiles don't render, meaning you cannot see where they are coming from.

    Having said that I like the idea of a meaningful turret cooldown period as well (whether that is through supply or timer).

  20. #1200
    Lesser Hivemind Node
    Join Date
    Jan 2013
    Posts
    889
    Quote Originally Posted by Jesus_Phish View Post
    I don't agree with the first though, that you should be able to see a engi when he's far away. He's a tiny dot to you.
    exactly. even if the engineer rendered, spotting him is going to be very hard. if he fires from 400m+, the projectile isn't going to render, and he can get 2-3 shots in before being spotted and *maybe* taken out.

    Quote Originally Posted by Jesus_Phish View Post
    Two engineers working together is just good team work. It can be countered. Have someone with a sniper take them out or put them under pressure. Get some LA's up there. Have someone in an ESF take them out.
    It's a shitty tactic. There are engineers that do this all the time. They are too far away to reliably see/spot most of the time, and even if they get killed, they're back 30 seconds later. Also, two people in a tank is teamwork, yet it's nowhere NEAR as good as two mana turrets.

    Quote Originally Posted by Jesus_Phish View Post
    Making it a supply item like Eso said though is a decent idea. But at the same time is it fair? Should the regular turret also be the same? It was built into the class from the start, same as the rocket launchers. Should Launchers only get limited resource ammo?
    Is it fair if three engineers can take out a whole armour column (10 tanks, 20 people. seen it happening more than once) by themselves? All they need is a position on high-ground that's reasonably far from the actual battle, and they're going to one-shot every single tank. One after the other. Yeah, it's teamwork, but it's also crazy. As it stands, the AV mana is the single most overpowered thing in the game right now, and having you resupply for placing a new turret sounds more than fair.
    Last edited by qaz; 02-05-2013 at 02:40 PM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •