almost 3 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.
Additional Adjustments
  • 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.
Playtest Schedule - Apr. 18, 11am PT (8pm CEST) These adjustments will be available on PTS in a work in progress state (no final art,) and we'll be running a playtest Sunday, Apr. 18 at 11am PT (8pm CEST) to vet the flow changes. The test is expected to last roughly an hour. Participants will receive the Work in Progress profile banner after the update goes to Live. Esamir Additional changes have been made to fix bugs, and respond to feedback.
  • 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.
Misc. Changes, Fixes, and Additions
  • 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.