almost 4 years
ago -
RPG_Wrel
-
Direct link
Download the Test Server client from this thread after reading the Test Server Policies: https://forums.daybreakgames.com/ps2/index.php?threads/read-first-test-server-policies-download-link.114038/
--
Containment Site
We've made some changes to the Containment Site based on feedback. Take a look at this article to learn more about the thought process behind these changes: https://www.planetside2.com/news/april-13-containment-site-update
Main Adjustments
- Attacker Spawn Rooms have been added to the lower levels to help balance attacker/defender distance to capture points after attackers get a foothold.
- New drop-down path from B/C to A to encourage better flow within the facility. This takes the shape of a cargo elevator and additional vents.
- Sunderer no-deploy zone has been added to the central hub area so that Sunderers must deploy further from the ramp leading into the facility.
- Tempest Siphon terminal is now located at the windows overlooking the Energy Room.
- Defender spawn room has had stairwells relocated, and some facade rooms have been adjusted or removed.
- Updated position of the hangar gate shields to be more in line with the weakpoints, and provide cover for defenders on the platform.
- Central hub and garage area has received a facelift.
- Added ambient FX throughout the facility, steam from vents, sparks wires in certain areas, etc.
- While defending, attackers' guide paths show as orange now, instead of your faction's color.
- Removed the broadcast message from activating/deactivating the Tempest Siphon (we want to convey this through audio/visuals.)
- All base assets now repair to full upon the continent being unlocked.
- Spawn Beacons/Routers will now be destroyed by the Tempest Siphon.
- Vidar Observation and Nott Communications - Capture areas should now be in their correct places.
- Jord Amp Station - Added underground grav lifts to the eastern/western walls and SCU room, fixed flora seeping through the floor in many places.
- Steelshore Reconstruction - Converted western tower into a shield-less Sunderer Tower. Added the missing Sunderer Tower terminal to the eastern tower. Spawn room pain field now adheres to base ownership.
- Andvari Containment Site - You should no longer be able to see the capture points of Andvari Containment Site on the HUD while capturing Andvari Barracks.
- Tapp Waystation - Redesigned the capture point area at this base.
- Elli Forest Pass - Added more cover to bridges, added four jump pads capable of crossing the chasm.
- Waterson's Redemption - Softened height differences for the road leading toward Eisa Tech Plant.
- Jaeger's Fist - Softened height differences outside the spawn room, misc. cleanup.
- Genudine Gardens - Softened height differences within the base, misc. cleanup.
- Northeastern Coastline - Reshaped terrain on the northeastern side of the northern river so that vehicles can easily travel along it.
- Energy Geysers - Added tempest fields to many energy geysers missing them.
- Heavy Assault shield visuals have been adjusted in first person to make them more visible.
- It's now more obvious on the HUD when an ability is active. (Credit to Le_Menace for the idea.)
- Increased loading speed on the World Map UI, and continents can now be warped to before the globe has loaded.
- Fixed an issue preventing the Prowler from being pulled from a Heavy A.N.V.I.L.
- Fixed incorrect lighting colors on the infantry terminal.
- Bullet hole decals on Esamir rocks now match the color of the rock.
- Cortium Veins no longer use HUD indicators of Motion Spotters.
- Heavyweight Implant now defends against Punisher's Impulse Underbarrel knockback.
- Phylactery Implant now requires 3 revives before triggering, instead of 5, and its self-revive no longer counts toward this effect.
- Unstable Meltdown event now uses the correct lattice.
- Fixed an issue with the "Containment" Chapter 03 mission.
- Removed the WIP Hazmat bundle from the Depot.