over 5 years ago - /u/Wrel - Direct link

https://forums.daybreakgames.com/ps2/index.php?threads/august-28-2019-dead-or-alive-pc-update.252376/

PC servers will be taken offline on Wednesday, August 28, 2019 at 6:30am PT for maintenance. Downtime is expected to last up to 3 hours.

Connery and Soltech

Server transfers are now available both to and from Connery <-> Soltech for a limited time. This window of availability ends September 30, 2019, at 11:59pm Pacific.

Continent Events

Aerial Anomalies

This event has been restructured to encourage more active participation and offer more tactical depth.

In this new version of Aerial Anomalies, Data Buoys will appear in the center of the map, and Anomalies themselves will coat vehicles in a mysterious residue called Tempest.

Players must deliver Tempest to the nearby Data Buoys located into the center of the map.

  • Galaxies can carry up to 500 Tempest.
  • Liberator can carry up to 400 Tempest.
  • Valkyrie can carry up to 250 Tempest.
  • Empire Specific Fighters can carry up to 100 Tempest.

Spotted vehicles carrying Tempest display a special icon that changes based on how much Tempest has been gathered.

If you kill a target carrying Tempest, all of the resources are lost.

Deposited Tempest is converted into score in this alert, and the first team to 25,000 score wins.

Automated Bounties

We've reinstated the bounty system in an automated form that will flag players who are getting strings of kills. We hope this encourages some new cat and mouse style dynamics mid-battle, and allows for more organic completion of the Bounty directive.

  • Bounties will now be automatically placed on characters who have an active 10 killstreak (kills without deaths) or greater. There is a long cooldown between how often this can occur.
  • Players will receive a 5-stack of bounties upon activation.
  • Stacked Bounties are now stripped one at a time when killed, instead of removing the entire stack when a player receives three deaths.
  • Kills on bountied targets now award a flat rate of experience, instead of basing it on the stack count.

Death Camera

In this update, players will notice a slightly different behavior from the death camera. Instead of a top-down view of your body, the camera will first track and highlight your killer for a few seconds before refocusing on your corpse. We believe this new camera will help players achieve a better understanding of where attacks are coming from, and ease frustration caused by deaths that feel abrupt or unfair. We've heard your concerns regarding the impact this change will have on stealth oriented gameplay, and will keep those concerns in mind as we evaluate the feature in Live play.

Infantry

Cosmos VM3 (VS MAX)

  • Maximum damage from 167 to 143
  • Minimum damage from 143 to 125

Dev Note: The bigger bullets of the Cosmos, despite the headshot damage reduction, has made this weapon overperform when attached to such a high health pool target. We're going to keep the unique aspect of the weapon while trying to reel in that performance a bit.

NSX-A Kappa (NSO SMG)

  • NSX-A Kappa minimum damage from 50 to 42

Dev Note: We've corrected an oversight with the minimum damage range of this weapon where it was equivalent to the maximum damage. This is a slight nerf, and stays in line as a Tengu variant while giving Soft Point Ammunition a reason to exist on the weapon.

Vehicles

Magrider

Magburner (Utility Slot)

  • Rank 1 Magburner has been integrated by default, and Magburner's skill line has become a passive part of the vehicle instead of living in the utility slot.
  • Added an additional rank to the Magburner skill line.
  • Moved the cost of each tier up a rank, as the first tier is now free. Costs remain the same overall.
  • Adjusted the regeneration rates of Magburner for better scaling at lower cost ranges.
  • Fuel tank recharge to full from 35/30/25/20 to 35(default)/28/25/22/20
  • Fixed an issue where framerates would drop drastically while trying to activate Magburner without an appropriate amount of energy.

Recharge (Utility Slot)

Added new "Recharge" Magrider utility that instantly restores Magburner fuel capacity, and momentarily disrupts lockon attempts.

  • Rank 1: 40 second cooldown.
  • Rank 2: 32 second cooldown.
  • Rank 3: 28 second cooldown.
  • Rank 4: 25 second cooldown.

Multi-directional Exhaust (Defensive Slot)

Added new "Multi-directional Exhaust" defensive slot item that further reduces the time to recharge Magburner, and allows for limited horizontal strafe capabilities while Magburner is active.

  • Rank 1: Increases Magburner regeneration rate by 15%.
  • Rank 2: Increases Magburner regeneration rate by 23%.
  • Rank 3: Increases Magburner regeneration rate by 27%.
  • Rank 4: Increases Magburner regeneration rate by 30%.

Prowler

Rampart Projector (Defensive Slot)

While deployed, the Prowler receives increased front armor and projects a hardlight barrier forward to shield allied infantry. This barrier is tied directly to the Prowler's health pool, and damage to the barrier will also damage the Prowler.

  • Rank 1: 10% additional front armor.
  • Rank 2: 15% additional front armor.
  • Rank 3: 17.5% additional front armor.
  • Rank 4: 20% additional front armor.

Vanguard

Nimitz Reactor (Defensive Slot)

Replaces 1000 Vanguard health in exchange for a quick-recharging shield layer of the same value.

Recharges 100 shield health per second at all ranks.

  • Rank 1: Recharge delay of 6 seconds when damage is received, and 15 seconds when shield is broken.
  • Rank 2: Recharge delay of 6 seconds when damage is received, and 12 seconds when shield is broken.
  • Rank 3: Recharge delay of 6 seconds when damage is received, and 11 seconds when shield is broken.
  • Rank 4: Recharge delay of 6 seconds when damage is received, and 10 seconds when shield is broken.

Flash/Harasser

Changed the model for the Stealth attachment visuals on these vehicles.

Lightning

Lightning's Engagement Radar attachment now uses the correct UI camera.

Misc. Changes, Fixes, and Additions

New Player Experience

Players now receive 100 certs at each new Battle Rank through BR100, instead of the first 15.

Continents and Alerts

  • Continent rotation has been randomized on server startup.
  • Warpgate rotation has been randomized on server startup.
  • Alerts and continent events will now end prior to a server restart.
  • Speculative fix for the 0:00:00 alert timer bug.
  • Esamir's continent lock benefit no longer stacks particle effects, and the performance impact of this benefit has been greatly reduced.

Infantry

  • Extended the range at which Hardlight Barriers will appear for distant players.
  • Hardlight Barriers now have a slightly larger exclusion radius to prevent barrier stacking.
  • NSO characters can no longer lock onto allied vehicles.
  • NSO characters now receive grief for damaging unmanned allied vehicles.
  • NSO characters should now be able to access faction specific jump pads.
  • Fixed various IFF crosshair issues for NSO characters.

Implants

The Critical Chain implant buff no longer lasts indefinitely.

Construction

  • Structure Shields should now despawn properly.
  • Orbital Strike generator's shield should now despawn properly when destroyed.

Visuals

  • Personal Shields have been given new visual FX.
  • Fixed issues related to the impact effects when shooting targets with a shield layer.
External link →
over 5 years ago - /u/Wrel - Direct link

Originally posted by TandBinc

It’s got to be that coding doesn’t allow them to do that or something right? I can’t think of any other reason they’d share a health pool

Yarr.

Ideally it would have a separate health pool, and you'd be able to see that separate health pool in the form of energy on the UI, similar to NC's Aegis Shield. Unfortunately, Aegis was coded to be very specific (and relies on animation work to make the shield appear [also part of the reason why it's so jank]), so it wouldn't work with Prowler. Also tried spawning and despawning a separate NPC, but getting it to tether to the vehicle, and adhere to deploy/undeploy in a way that doesn't feel buggy, slow, and would depend on server latency was an issue. I tried a variety of other methods to achieve something similar, and they always ended up a little bit off. So for now, this is what we're going with.

PS:A did some work that we're going to bring over in the future that gives us some more control over deploy/undeploy, and be able to more easily trigger and track effects from that, so it's possible that this ability changes again somewhere down the line.

It wasn't worth postponing this update (for even longer) for that, however. Organized groups of players will still be able to take advantage of this defensive slot, and it adds some fun dynamics to the playstyle. Most of the complaining you see is about people wanting to use it solo, (and the same people who believe Anchor isn't useful,) but this defensive slot isn't made for a solo playstyle (not that it doesn't offer some cool advantages there as well, under certain circumstances.)

over 5 years ago - /u/Wrel - Direct link

Originally posted by TandBinc

Thanks for the reply Wrel.
If I may ask has decreasing the size of the model been considered? The version I’ve seen on PTS is taller than the whole of the tank. Seeing as how this is way taller than any supporting infantrymen and the shared health pool means full coverage doesn’t matter could it maybe be lowered to end where the turret meets the chassis?
Obviously not this patch but some point in the future.

Could be. It's an easy enough change to make, and we can probably find a happy medium, but deploying on even small downward slopes renders a lot of the protection for infantry moot if the shield is too small. Additionally, the added height helps protect allied vehicles, like Repair Sunderers and other vehicles.

over 5 years ago - /u/Wrel - Direct link

Originally posted by Aitch-Kay

Is the animation/coding for Aegis shield specific only to the NC MAX, or would it be feasible to bring it over to other factions as well?

Only the NC MAX. Back when we first pitched the idea of giving shields to all MAX units, Sherman had ballparked it at about a week to get animations done up for all factions' MAX units.