over 2 years ago - /u/Wrel - Direct link

Hey there. To the folks who've attended today's playtest, please feel free to share feedback below. We'll use the same thread to collect responses for tomorrow's playtest as well.

Friday - July 08 at 4pm PT / 11pm UTC - Completed.

Saturday - July 09 at 11am PT / 6pm UTC - Completed.

Forum patch notes from today's update can be found here: https://forums.daybreakgames.com/ps2/index.php?threads/july-08-2022-pts-update-surf-and-storm-round-2.259363/

Updates reposted below for ease of access.

Corsair

  • Top speed increased roughly by 30kph.
  • No longer "skips" out of the water at high speeds.
  • Modified handling and reverse speeds slightly.
  • Now unlocks first rank of Nanite Auto-Repair by default.
  • This vehicle is now visible from further distances.
  • Catapult now has firing audio and FX.
  • HUD "roll bar" now remains level with the horizon.
  • Fixed cameras on certain Corsair weapons.
  • Codex entry has been added for this vehicle.
  • Tank Mines now trigger when a Corsair passes over them.
  • Fixed an incorrect skill line description in the Corsair's Speed Chassis.
  • Equipping the front and rear C2-20 HCG no longer conflicts.

Underwater Combat Updates

  • Decreased the drag on non-amphibious weapons, increasing their overall range and flattening their trajectory a noticeable amount.
  • Shields generated by the Galaxy's Lodestar Module no longer do so while deployed underwater.
  • The Minor Cloak implant no longer works while underwater.
  • Tank Mines, Proximity Mines, and Tactical Mines can now all be deployed while underwater.
  • ARX C4 can now be used underwater, which is in parity with the normal C4.
  • Diver Propulsion Device now displays a fuel gauge.
  • Diver Propulsion Device no longer causes the player to sink like a rock when mouse-1 is held.
  • Removed teardrop tracer models that would appear when certain weapons were fired underwater.
  • Fixed an issue preventing vehicles from playing underwater destruction visuals.

Oshur

HMS Technologies

  • New base added to northwestern Oshur, between Meridian Listening Post and Imbanon Interlink.

Genudine Coral Nursery

  • Renamed to Bathala Nursery.
  • Fixed a location that could let you clip under the ground.

Centri Mining Operation

  • Added Lattice link from Centri Mining Operation to Seapost I11 - Stones.
  • Replaced one of the northern entrances with a Sunderer garage and more open entrance into the base.

Sage R&D

  • Added lattice link from Seapost D8 - Collapse to Sage R&D.

Mirror Bay Watchtower

  • Capture points A and C have been moved further from the tower, and converted to open-field points.
  • Changes have been made to the tower that B point lives in to create a more interesting playspace.
  • Cleaned up certain buildings that were floating slightly off the terrain.

Flotillas

  • Flotillas have been updated again to bring them closer to the shoreline, and have received new lattice connections that are less oppressive to the larger islands.

Dev Note: The main goal was to make more of Oshur into playable space, and it didn't seem like first setup iteration would realistically do that. So we've updated the Flotilla locations again, and had to restrict some of the overall access to bases right from the Warpgate. The biggest concern here is campability, but having less defensible entry points is a double edge that should work against attackers more often than defenders in that case. Worst case scenario is that more of the map will be playable, and we'll see the same amount of Warpgate camping that can occur on Oshur as is. Best case scenario is that the longer lanes, additional lattice junctures, and more bases to fight at altogether cut down on the Warpgate camping altogether.

Bridges

  • Raised or removed certain bridges that would prevent Corsairs from making their way inland.

Seaposts

  • Fixed issues relating to certain Seaposts not having Equipment Terminals, functioning vehicle terminals, and some showing spawns in the wrong locations.
  • Eliminated two of the outer Seaposts that became irrelevant with the Flotilla changes.

Misc. Changes, Fixes, and Additions

  • !! Loadouts will no longer enter a state that can cause certain weapons and equipment to reset itself when logging in or transferring continents.
  • !! Esamir now has functional water, and no longer kills you for dipping your toes in it. Other continents will receive these changes in the future as well.
  • MAX footsteps can once again be heard from remote clients.
  • Holographic signs have been added to the VR Training area to describe the targets in the firing lanes, instead of the floating HUD prompt.
  • Impetus now has access to a Weighted Receiver.
  • Equivalent Male and Female voice packs have been consolidated, and will now provide versions of both upon purchase/gifting. These changes are not retroactive.
  • Made adjustments to Javelin's turbo to compensate for accuracy changes made in a previous update. It should last slightly longer now.
External link →
over 2 years ago - /u/Wrel - Direct link

Hey there. To the folks who've attended today's playtest, please feel free to share feedback below. We'll use the same thread to collect responses for tomorrow's playtest as well.

Friday - July 08 at 4pm PT / 11pm UTC - Completed.

Saturday - July 09 at 11am PT / 6pm UTC - Completed.

Forum patch notes from today's update can be found here: https://forums.daybreakgames.com/ps2/index.php?threads/july-08-2022-pts-update-surf-and-storm-round-2.259363/

Updates reposted below for ease of access.

Corsair

  • Top speed increased roughly by 30kph.
  • No longer "skips" out of the water at high speeds.
  • Modified handling and reverse speeds slightly.
  • Now unlocks first rank of Nanite Auto-Repair by default.
  • This vehicle is now visible from further distances.
  • Catapult now has firing audio and FX.
  • HUD "roll bar" now remains level with the horizon.
  • Fixed cameras on certain Corsair weapons.
  • Codex entry has been added for this vehicle.
  • Tank Mines now trigger when a Corsair passes over them.
  • Fixed an incorrect skill line description in the Corsair's Speed Chassis.
  • Equipping the front and rear C2-20 HCG no longer conflicts.

Underwater Combat Updates

  • Decreased the drag on non-amphibious weapons, increasing their overall range and flattening their trajectory a noticeable amount.
  • Shields generated by the Galaxy's Lodestar Module no longer do so while deployed underwater.
  • The Minor Cloak implant no longer works while underwater.
  • Tank Mines, Proximity Mines, and Tactical Mines can now all be deployed while underwater.
  • ARX C4 can now be used underwater, which is in parity with the normal C4.
  • Diver Propulsion Device now displays a fuel gauge.
  • Diver Propulsion Device no longer causes the player to sink like a rock when mouse-1 is held.
  • Removed teardrop tracer models that would appear when certain weapons were fired underwater.
  • Fixed an issue preventing vehicles from playing underwater destruction visuals.

Oshur

HMS Technologies

  • New base added to northwestern Oshur, between Meridian Listening Post and Imbanon Interlink.

Genudine Coral Nursery

  • Renamed to Bathala Nursery.
  • Fixed a location that could let you clip under the ground.

Centri Mining Operation

  • Added Lattice link from Centri Mining Operation to Seapost I11 - Stones.
  • Replaced one of the northern entrances with a Sunderer garage and more open entrance into the base.

Sage R&D

  • Added lattice link from Seapost D8 - Collapse to Sage R&D.

Mirror Bay Watchtower

  • Capture points A and C have been moved further from the tower, and converted to open-field points.
  • Changes have been made to the tower that B point lives in to create a more interesting playspace.
  • Cleaned up certain buildings that were floating slightly off the terrain.

Flotillas

  • Flotillas have been updated again to bring them closer to the shoreline, and have received new lattice connections that are less oppressive to the larger islands.

Dev Note: The main goal was to make more of Oshur into playable space, and it didn't seem like first setup iteration would realistically do that. So we've updated the Flotilla locations again, and had to restrict some of the overall access to bases right from the Warpgate. The biggest concern here is campability, but having less defensible entry points is a double edge that should work against attackers more often than defenders in that case. Worst case scenario is that more of the map will be playable, and we'll see the same amount of Warpgate camping that can occur on Oshur as is. Best case scenario is that the longer lanes, additional lattice junctures, and more bases to fight at altogether cut down on the Warpgate camping altogether.

Bridges

  • Raised or removed certain bridges that would prevent Corsairs from making their way inland.

Seaposts

  • Fixed issues relating to certain Seaposts not having Equipment Terminals, functioning vehicle terminals, and some showing spawns in the wrong locations.
  • Eliminated two of the outer Seaposts that became irrelevant with the Flotilla changes.

Misc. Changes, Fixes, and Additions

  • !! Loadouts will no longer enter a state that can cause certain weapons and equipment to reset itself when logging in or transferring continents.
  • !! Esamir now has functional water, and no longer kills you for dipping your toes in it. Other continents will receive these changes in the future as well.
  • MAX footsteps can once again be heard from remote clients.
  • Holographic signs have been added to the VR Training area to describe the targets in the firing lanes, instead of the floating HUD prompt.
  • Impetus now has access to a Weighted Receiver.
  • Equivalent Male and Female voice packs have been consolidated, and will now provide versions of both upon purchase/gifting. These changes are not retroactive.
  • Made adjustments to Javelin's turbo to compensate for accuracy changes made in a previous update. It should last slightly longer now.
External link →
over 2 years ago - /u/Wrel - Direct link

Originally posted by SeaverBeaver

Whenever any ally or enemy uses the Underwater propulsion Device within ~100 meters of me, the whirring sound of the Device plays at full volume without any directional adjustments., in other words, all I can hear in an underwater fight is the very loud sound of the underwater scooter.

Should have a fix in for this before tomorrow's playtest.