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[PTS] Patchnotes 12/07/13

 
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Khaed
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PostPosted: Sat 13 Jul 2013 - 11:16    Post subject: [PTS] Patchnotes 12/07/13 Reply with quote

Aujourd'hui sur le Test Server


 
Quote:



 General Updates
Implants!
…are totally in a half-implemented state on test. You can see some stuff in the UI, but it isn’t all there, so it’s broken and not ready for testing yet. Sorry. We’ll hopefully get that sorted early next week.

Environment Updates
Esamir Lattice
The lattice system already in use on Indar is now active on Esamir.

Facility Capture Time Tuning
  • All Amps and Tech on Indar/Amerish cap in 7 minutes instead of 10
  • Biolabs on both continents will cap in 7 minutes if you own the majority of the cap points (2/3 or 3/4). If you own all CPs, it will cap much faster
Infantry Updates
Weapon Tuning
M20 Basilisk
  • Damage fall off now begins at 75 meters instead of 50 meters
  • Minimum damage increased from 175 to 200
  • Minimum damage range increased from 100 to 200
M20 Drake
  • Damage fall off now begins at 150 meters instead of 100 meters
  • Minimum damage increased from 175 to 200
Certification Tuning
All classes other than HA and MAX should now have the following costs on the Ammunition Belt cert lines across all factions:
  • Rank 1: 1 CP
  • Rank 2: 10 CP
  • Rank 3: 100 CP
  • Rank 4: 1000 CP
Heavy Assault should have the following costs on the Ammunition Belt cert lines across all factions:
  • Rank 1: 50 CP
  • Rank 2: 500 CP
Advanced Shield Capacitor has been improved:
  • Rank 1: Damage recharge delay reduction changed from .5 to .8 seconds
  • Rank 2: Damage recharge delay reduction changed from 1 to 1.6 seconds
  • Rank 3: Damage recharge delay reduction changed from 1.5 to 2.4 seconds
  • Rank 4: Damage recharge delay reduction changed from 2 to 3.2 seconds
  • Rank 5: Damage recharge delay reduction changed from 2.5 to 4 seconds
UI Updates
Added More Unique Spot Icons
Added new spot icons for the following:
  • AV Turret (both facility and Engineer deployed)
  • AI Turret (both facility and Engineer deployed)
  • Facility AA Turret
  • All vehicles use their mini-map icon
  • Tank Mines
HUD Indicator Pass
  • Destroyed vehicles and turrets now remove their indicators
  • Empty ally vehicles will now show an indicator if you target them
  • Platoon members no longer show all names and extra info for up to 70 meters
    • Range-wise, they’re now treated like other allies
    • Squad mates still show as before with no range limit
  • Medics will now see the "needs heal" indicator when an ally is at less than or equal to 50% HP
  • Spotting while zoomed should no longer be harder to do than spotting from the hip
  • Dead squad members will now show the dead icon no matter how far away they are
Vehicle ESF Updates
Still some things in progress, but here’s what has made it to test so far:

Default cannons have been re-tuned. Some adjustments have been done to the empire specific characteristics and some are across the board.

New Descriptions:
  • “The Saron Laser Cannon is the standard air superiority nose cannon for the VS Scythe. Its specialized rounds can be reloaded quickly and travel faster than standard rounds.”
  • “The M20 Mustang is the standard air superiority nose cannon for the NC Reaver. Its high caliber rounds allow it to do more damage up close and at range.”
  • “The M18 Needler is the standard air superiority nose cannon for the TR Mosquito. Its small caliber rounds allow it to sustain fire for longer and at a higher fire rate.”
Fire rates have been slowed
Mosquito retains the fastest fire rate.
  • Saron Laser Cannon: Fire Rate reduced from 82 to 85
  • M20 Mustang: Fire Rate remains at 90
  • M18 Needler: Fire Rate reduced from 75 to 80
Magazine sizes increased
The sustained fire of these cannons should be longer than before. The Needler gains a larger clip and can sustain fire the longest.

Saron Laser Cannon:
  • Magazine size increased from 50 to 60
  • Magazine Size certifications reduced from 6/9/12/15 to 2/5/7/10
  • Ammo Capacity Increased from 600 to 720
  • Ammo Capacity certifications remains 60 per rank
M20 Mustang:
  • Magazine size increased from 50 to 55
  • Magazine Size certifications reduced from 6/9/12/15 to 2/5/7/10
  • Ammo Capacity Increased from 600 to 660
  • Ammo Capacity certifications reduced from 60 per rank to 55 per rank.
M18 Needler:
  • Magazine size increased from 50 to 75
  • Magazine Size certifications reduced from 6/9/12/15 to 2/5/7/10
  • Ammo Capacity Increased from 600 to 900
  • Ammo Capacity certifications increased from 60 per rank to 75 per rank.
Damage has been adjusted
This is to offset the fire rate reduction and to make the TTKs more even. Reaver retains the highest damage but also kills slightly faster.
  • Saron Laser Cannon: Max damage increased from 325 to 375
  • M20 Mustang: Max damage increased from 400 to 420
  • M18 Needler: Max damage increased from 300 to 375
Damage fall-off has been added.
Fall off for the Reaver starts at a farther range.

Saron Laser Cannon
  • Inflicts maximum damage up to 200 meters
  • Minimum damage inflicted beyond 325 meters
  • Minimum damage is 255
M20 Mustang
  • Inflicts maximum damage up to 225 meters
  • Minimum damage inflicted beyond 350 meters
  • Minimum damage is 290
M18 Needler
  • Inflicts maximum damage up to 200 meters
  • Minimum damage inflicted beyond 325 meters
  • Minimum damage is 245
Cone of Fire has been normalized to 0.3 degrees:
  • Saron Laser Cannon: CoF reduced from 0.4 to 0.3 degrees
  • M20 Mustang: CoF remains 0.3 degrees
  • M18 Needler: CoF remains 0.3 degrees
Time to reload reduced on the Scythe.
  • Saron Laser Cannon: Reload speed reduced from 2.5 seconds to 2 seconds
  • M20 Mustang: Reload speed remains at 2.5 seconds
  • M18 Needler: Reload speed remains at 2.5 seconds
Projectile speed has increased for the Saron, but remains the same for Mustang and Needler:
  • Saron Laser Cannon: Projectile speed increased from 600 mps to 800 mps
  • M20 Mustang: Projectile speed remains at 750 mps
  • M18 Needler: Projectile speed remains at 750 mps
Rotary cannons have been re-tuned
Some adjustments have been done to the empire specific characteristics and some are across the board.

New Descriptions:
  • “The Hailstorm is a high damage, close range cannon that can unload rounds quickly. Its specialized rounds can be reloaded quickly and travel faster than standard rounds. VS use only.”
  • “The Vortek Rotary is a high damage, close range cannon that can unload rounds quickly. Its high caliber rounds allow it to do more damage up close and at range. NC use only.”
  • “The M18 Rotary is a high damage, close range cannon that can unload rounds quickly. Its small caliber rounds allow it to sustain fire for longer and at a higher fire rate. TR use only.”
Fire rates have been slowed across the board.
Damage increased so TTK remains near the same.
  • Hailstorm Turbo Laser: Fire Rate reduced from 50 to 70
  • Vortek Rotary: Fire Rate reduced from 60 to 80
  • M18 Rotary: Fire Rate reduced from 40 to 60
  • Hailstorm Turbo Laser: Damage increased from 308 to 360
  • Vortek Rotary: Damage increased from 388 to 500
  • M18 Rotary: Damage increased from 237 to 315
Magazine sizes were adjusted
To make the ‘Time Until Dry’ near the same duration. Mosquito retains the fastest fire rate and gains an advantage of a slightly larger magazine.

Hailstorm Turbo Laser:
  • Magazine size reduced from 40 to 35
  • Amount per certification rank adjusted from 2/5/7/10 to 3/5/8/10
Vortek Rotary:
  • Magazine size reduced from 35 to 25
  • Amount per certification rank adjusted from 2/5/7/10 to 2/4/6/8
M18 Rotary:
  • Magazine size remains at 50 rounds
  • Amount per certification rank adjusted from 2/5/7/10 to 3/3/3/3
Damage fall-off has been added.
Fall off for the Reaver starts at a farther range.

Hailstorm Turbo Laser
  • Inflicts maximum damage up to 125 meters
  • Minimum damage inflicted beyond 250 meters
  • Minimum damage is 300
Vortek Rotary
  • Inflicts maximum damage up to 150 meters
  • Minimum damage inflicted beyond 275 meters
  • Minimum damage is 425
M18 Rotary
  • Inflicts maximum damage up to 125 meters
  • Minimum damage inflicted beyond 250 meters
  • Minimum damage is 270
Reload speeds adjusted to be empire specific.
The Hailstorm has the quickest reload.
  • Hailstorm Turbo Laser: Time required to reload increased from 1.5 seconds to 1.75 seconds
  • Vortek Rotary: Time required to reload increased from 1.5 seconds to 2 seconds
  • M18 Rotary: Time required to reload increased from 1.5 seconds to 2.25 seconds
Projectile speed has been increased for the Hailstorm, to give it an empire distinction, but remains the same for Vortek and M18:
  • Hailstorm Turbo Laser: Projectile speed increased from 550 mps to 700 mps
  • Vortek Rotary: Projectile speed remains at 650 mps
  • M18 Rotary: Projectile speed remains at 650 mps
Ammo Capacity
Hailstorm Turbo Laser:
  • Ammo Capacity changed from 400 to 350
  • Amount granted by certifications reduced from 40 to 35 per rank
Vortek Rotary:
  • Ammo Capacity changed from 350 to 250
  • Amount granted by certifications reduced from 35 to 25 per rank
M18 Rotary:
  • Ammo Capacity remains the same at 500 rounds
  • Amount granted by certifications remains the same at 50 per rank
Improved Respawn Logic
Updated facility respawn options to be the following:
  • All friendly facilities within one lattice-link to the region the player died/redeployed.
    • This includes the current region if it is friendly.
    • If there are multiple friendly linked facilities then the player can respawn at any of them.
  • Nearest Small outpost by lattice-links, if not already satisfied by #1.
  • Nearest Large outpost by lattice-links, if not already satisfied by #1
  • Nearest Named Facility (Tech plant, Bio lab, Amp Station) by lattice-links, if not already satisfied by #1
  • Warpgate
The above is in addition to any reinforcements needed, Sunderers, and squad spawn options that may be available.

These changes should allow players to always fall back to any linked friendly facility. It also allows players who have multiple access points to a region to respawn at any of those access points. Example: A faction that is attacking Regent Rock Garrison and owns both Xenotech Labs and Scarred Mesa Skydock will be allowed to respawn at either facility if they die at Regent Rock.

VS Audio Overhaul
VS Infantry Weapon fire audio was redone based on community and internal feedback. This includes audio for the Assault Rifle, Carbine, LMG, Sniper Rifle, Pistol, Rocket Launcher and Lasher, as well as suppressed variants for each weapon type.

Bug Fixes
  • 1st person MCG anims no longer pop while in ADS and moving around
  • 1st person firing animations should now function correctly if you pause firing while moving
  • Fixed a problem that caused C4 explosion audio not to play for the first explosion of a new game session
  • Players in the rumble seat of the Harasser or Flash will no longer display running animations to remote clients
  • Knifing while crouching will no longer make the player model stand up in 3rd person
  • Characters should no longer twitch when switching fire modes with the Jackhammer
  • Fixed an incorrect reload animation for the T5 AMC
  • Corrected incorrect footstep audio playing for all surfaces
  • Sparkler ornaments no longer lack color on low and medium graphics settings
  • Red dot scopes no longer reset their position on the rail when resupplying
Other Stuff
  • Did an FX pass on the new tutorial areas added with GU12
  • The low graphic settings cloak effect is now less grey and more transparent
  • Enemy explosives can now be spotted
  • Adjusted the pitch angle on several of the Harasser weapons so that the player could aim lower to the ground.
  • Moving diagonally with Jumpjets/Drifter Jumpjets will no longer exceed the intended movement speed





Donc ce qui devrait arriver plus ou moins prochainement sur les serveurs live:

- Lattices pour Esamir
- Sur Indar/Amerish réduction du temps pour capper les AMP et Techplants (de 10 à 7 mn). Pour les Biolabs ce sera aussi 7 mn lorsque l'on possède la majorité des PC (2/3 ou 3/4) et encore plus rapide si ils sont tous contrôlés (Je comprends pas trop pourquoi Indar et Amerish, et pas les 3 continents, ou seulement ceux avec lattices)
- boost du Drake et du Basilik
- Changements dans les certifs de l'ammunition belt, et de l'Advanced Shield Capacitor
- Rééquilibrage des ESF
- Amélioration des possibilités de respawn.
- On pourra spotter les "explosifs" ennemis (j'espère que cela inclus les mines, sinon je comprend pas l'intérêt).
- bug fix de la MGC qui se balade devant la ligne de mire quand on straffe !
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PostPosted: Sat 13 Jul 2013 - 12:26    Post subject: [PTS] Patchnotes 12/07/13 Reply with quote

C'est donc en test, pas encore définitif prochainement je suppose. A voir donc...
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