about 2 years ago - RPG_Wrel - Direct link
[:content_encoded, :content, :description, :dc_description]
about 2 years ago - RPG_Wrel - Direct link
Infantry Suit, Ability, and Implant Changes Nanoweave Armor
  • Rank 1 Nanoweave now reduces sniper rifle damage received by 20%, instead of small arms.
  • No longer reduces movement speed.
Dev Note: As part of the ongoing experiments with Nanoweave, we're pulling off the movement speed reduction and moving the resistances of sniper rifles into their own category that can be contested by this armor. Sniper Rifles traditionally have a low skill floor for the bodyshot damage they put out (yet feel bad when they're not given enough bodyshot damage, Daimyo being a good example.) Pushing more of the focus subtly toward headshots through this method is something we'd like to explore. Adrenaline Shield (Heavy Assault ability)
  • Reduced the energy return on kill from 31/35/38/41/44% to 15/18/21/23/25%.
Dev Note: Returning a couple hundred effective health after winning a firefight has more value than we were balancing against with previous numbers, the changes here reduce the effectiveness of Adrenaline Shield to make more room for alternatives. Nano-Armor Cloaking (Infiltrator ability)
  • Removed the 100 extra shield provided by Nano-Armor Cloaking.
  • The damage reduction from Nano-Armor Cloak is now 35% at all ranks, instead of just the last one.
Dev Note: Removing the extra 100 shield helps create more consistency surrounding weapons that should be able to one-shot an infiltrator (the Commissioner with a headshot, for example,) while ensuring, similar to Resist Shield, that the ability is active to receive benefits. Symbiote (Implant)
  • Healing provided by Symbiote's activation from 50 to 125.
  • Added visual FX when healing is triggered.
  • Damage taken while already at full health no longer triggers the healing effect, and thus the cooldown. (Dev Note: This bug effectively broke the implant in the majority of situations you'd find yourself needing it to trigger.)
Directive Weapons Some notes on Directive Weapons: Most directive weapons prior to this update had integrated attachments, sometimes alongside other quirks. Most directive weapons in this update either stay neutral to where they were, or are getting buffed indirectly (sometimes directly as well.) However, now that we're allowing attachments to be equippable on directive weapons, most of the changes below will look like nerfs if you only read the bullets. Take the whole picture into consideration and you won't be deceived. General
  • Enabled attachment customization on all applicable directive reward weapons.
  • Directive weapons can now be used with the Advanced Specialization Program.
  • Test Server Only: The "Auraxium Weapons Cache" bundle that can be found on the Public Test Server now delivers NSO weapons as well.
TR Directive Weapons Havoc (TR Shotgun)
  • This weapon is now automatic.
  • Vertical recoil from 2.8 to 3.2
  • Short reload from 2.1sec. to 2.4sec.
  • Long reload from 3.542sec. to 3.4sec.
  • Reserve ammunition from 50 to 60.
Dev Note: The adjustments to this weapon are on top of the overall changes to shotguns detailed elsewhere. The main draw of this weapon now becomes the semi-auto stat base being given automatic fire capabilities. T1A Unity (TR Assault Rifle)
  • Now has a default Cure Grenade Underbarrel Launcher.
  • Kept integrated Forward Grip.
  • Removed integrated Soft Point Ammunition.
Dev Note: The attachment access and innate forward grip benefits (that can be stacked with another forward grip) set this weapon apart from its predecessor. Unity is also the only TR assault rifle capable of equipping Heavy Mags in the ammo slot to increase its magazine size beyond the initial 40 rounds. TRAC-Shot (TR Carbine)
  • Now has a default Impulse Underbarrel Grenade Launcher.
  • Kept integrated Laser Sight.
  • Kept reduced projectile velocity.
  • Reduced max-damage range from 15m to 10m.
Dev Note: The TRAC-Shot keeps its built-in laser in exchange for a minor penalty to projectile velocity, and a variety of non-laser attachment options. T9A "Butcher" (TR LMG)
  • Ammo capacity from 450 to 600.
  • Removed integrated Laser Sight.
  • Kept increased rate of fire.
  • Kept reduced projectile velocity.
Dev Note: Extended magazines doubles the weapon's ammo, giving it the largest LMG magazine size in the game. This is also the only high rate of fire LMG to have access to KCAP ammunition, among other options. Shuriken (TR SMG)
  • Short reload from 2.7sec. to 2.5sec.
  • Long reload from 3.5sec. to 3.2sec.
  • Kept extended magazine.
  • Removed integrated HVA.
  • Removed integrated Forward Grip.
Dev Note: The "long range" benefits (and drawbacks) of this weapon have been removed, but can still be opted into through attachments. We kept the 40 round magazine, and reduced the reload slightly to make it more manageable. This innate extended magazine can now be stacked with the optional rail attachment to bring it up to 50 rounds total. The President (TR Sidearm)
  • This weapon is now automatic.
  • Removed integrated Suppressor.
  • Kept reduced magazine size.
  • Hipfire CoF bloom from 0.2 to 0.1
  • Minimum damage range from 30m to 50m.
Dev Note: Turning this traditionally burst-fire weapon into an automatic increases its effectiveness and usability. A special extended magazine attachment allows for twice the magazine size if opted into. Bighorn .50M (TR Sniper Rifle)
  • Minimum damage from 400 to 500.
  • Kept integrated Straight-Pull Bolt.
  • Rechamber from 1.5sec. to 1.65sec.
  • Ammunition capacity from 40 to 60.
Dev Note: The changes here help fulfill the fantasy of the weapon being extremely powerful, and allow for one-shot headshots at any range. DMR-99 (TR Scout Rifle)
  • Kept integrated Forward Grip.
  • Magazine size from 22 to 25.
  • Ammunition capacity from 136 to 150.
  • Removed innate HVA.
Dev Note: The DMR-99 becomes the highest rate of fire weapon capable of equipping Explosive Ammunition. VS Directive Weapons We've moved to a new formula for VS' heat-based weapons that are based on a non-heat based weapon. Adding a heat mechanic to a weapon now (in most cases) reduces the magazine size by 20% of the base weapon, heat recovery delay is now based on damage per magazine, heat bleed-off is based on a percentage of the long-reload of a weapon, and overheat penalties are now equivalent to the base weapon's long reload speed. Betelgeuse 54-A (VS LMG)
  • Aim down sights CoF bloom from 0.04 to 0.05
  • Short reload from 3.28sec. to 3sec. (Reload values now equivalent to base weapon.)
  • Long reload from 3.655sec. to 3.444sec. (Reload values now equivalent to base weapon.)
  • Overheat penalty from 3.28sec. to 3.444sec. (Overheat value now equivalent to base weapon long reload.)
  • Consecutive shots before overheat from 50 to 40. (All heat-based directive weapons will now follow a 20% reduction in their base mag size.)
  • Heat recovery delay from 0.5sec. to 0.572sec. (This is now a product of the DAMAGE PER MAG x 0.0001 = Heat Recovery in seconds.)
  • Heat bleed-off rate from from 200 to 232. (The rate at which the weapon cools down is 80% the speed of the long-reload of the weapon.)
Dev Note: This weapon mostly receives usability nerfs, but has been indirectly brought in line with cross-faction alternatives through attachment selection. Darkstar (VS Assault Rifle)
  • Added an Cure Grenade Underbarrel Launcher.
  • Kept integrated Forward Grip.
  • Kept integrated Compensator.
  • Can now engage a manual reload.
  • Manual short reload set to 1.75sec., long reload set to 2.2sec.
  • Overheat penalty from 1.75sec. to 2.2sec.
  • Consecutive shots before overheat from 30 to 24.
  • Heat recovery delay from 0.5sec. to 0.343sec.
  • Heat bleed-off rate from from 570 to 364.
Dev Note: This weapon's innate forward grip benefits can be stacked with an attachable forward grip as an option. Eclipse VE3A (VS Carbine) Test Build Note: Certain aspects of what's mentioned below are missing, and will be delivered in the next build.
  • Kept integrated Laser Sight.
  • Now has a default Impulse Underbarrel Grenade Launcher.
  • Overheat penalty from 1.65sec. to 2.28sec.
  • Consecutive shots before overheat from 30 to 24.
  • Heat recovery delay from 0.5sec. to 0.343sec.
  • Heat bleed-off rate from 585 to 351.
  • Reduced max-damage range from 15m to 10m.
Dev Note: Kept the integrated laser sight in exchange for a hit to projectile velocity. The Immortal (VS Sidearm)
  • Kept integrated SPA.
  • Removed integrated Suppressor.
  • Is now a heat-based weapon with manual reload.
  • Overheat penalty set to 1.75sec.
  • Consecutive shots before overheat 14.
  • Heat recovery delay set to 0.233sec.
  • Heat bleed-off rate set to 457.
Dev Note: Aside from the heat mechanic changes, this weapon receives innate Soft Point Ammo to further its maximum damage range. Revenant (VS Scout Rifle)
  • Kept integrated Forward Grip.
  • Kept integrated Compensator.
  • Is now a heat-based weapon with manual reload.
  • Long reload from 2.9sec. to 2.6sec. (Reload values now equivalent to base weapon's updated values.)
  • Overheat penalty set to 2.6sec.
  • Consecutive shots before overheat 16.
  • Heat recovery delay set to 0.35sec.
  • Heat bleed-off rate 235.
Dev Note: Attachment options here are expanded to include Manticore Ammunition. Parsec VX3-A (VS Sniper Rifle)
  • Kept integrated Straight-Pull Bolt.
  • Is now a heat-based weapon with manual reload.
  • Short reload from 3.86sec. to 4.72sec. (Reload values now equivalent to base weapon.)
  • Long reload from 5sec. to 5.575sec. (Reload values now equivalent to base weapon.)
  • Overheat penalty set to 5.575sec. (Reload speed set to the base weapon.)
  • Consecutive shots before overheat 4.
  • Heat does not recover or bleed off on this weapon.
  • Damage model changed from 750@10m-400@325m to 700@10m-450@325m.
Dev Note: Minimum damage is increased to further the one-shot kill range, on top of the heat mechanic addition. Chaos (VS Shotgun)
  • Is now a heat-based weapon with manual reload.
  • Short reload from 1.68sec. to 2.1sec. (Reload values now equivalent to base weapon.)
  • Long reload from 3.54sec. to 3.22sec. (Reload values now equivalent to base weapon.)
  • Overheat penalty set to 3.22sec.
  • Consecutive shots before overheat 6.
  • Heat recovery delay 0.36sec.
  • Heat bleed-off rate set to 248.
Dev Note: No changes here beyond the heat mechanic and sweeping shotgun changes. Skorpios (VS SMG)
  • Added integrated Vented Power Core.
  • Is now a heat-based weapon with manual reload.
  • Short reload from 2.08sec. to 1.74sec. (Reload values now equivalent to base weapon.)
  • Long reload from 3.36sec. to 2.8sec. (Reload values now equivalent to base weapon.)
  • Overheat penalty set to 2.8sec.
  • Consecutive shots before overheat set to 20.
  • Heat recovery delay set to 0.28sec.
  • Heat bleed-off rate set to 286.
Dev Note: Removed the long-range integrated attachments for this weapon in exchange for a built-in Vented Power Core. NC Directive Weapons Gauss Prime (NC Assault Rifle)
  • Added default Cure Underbarrel Grenade Launcher.
  • Removed innate non-velocity HVA, but kept some velocity.
  • Projectile velocity from 682 to 675.
  • Kept integrated Forward Grip.
  • Removed integrated Compensator.
Dev Note: Stacking HVA on top of this weapon makes it the highest projectile velocity assault rifle in the game. The forward grip benefit can be stacked with an optional forward grip for heavy horizontal recoil reductions. 19A Fortuna (NC Carbine)
  • Removed semi-auto firing mode.
  • Added default Impulse Underbarrel Grenade Launcher.
  • Kept integrated Laser Sight.
  • Projectile velocity from 475 to 450.
  • Maximum damage range from 15m to 10m.
Dev Note: We keep the laser sight benefits in exchange for the reduced bullet velocity here, allowing it to equip non-laser rail attachments and replace the impulse underbarrel if desired. NC6A GODSAW (NC LMG)
  • Removed integrated HVA.
  • Kept hipfire benefits.
  • Crouchwalk moving hipfire cone of fire from 4 to 3.75.
Dev Note: Very few changes made here, as the availability of attachments will push an already solid weapon just a bit further. The Brawler (NC Shotgun)
  • Magazine size from 8 to 10.
  • Ammunition capacity from 56 to 70.
  • Short reload speed from 2.1sec. 2.6sec.
  • Long reload speed from 3.22sec. to 3.6sec.
Dev Note: Expansion of magazine size with a small reload bump blends the Mauler and Sweeper's proficiencies. These changes take place on top of the sweeping shotgun changes mentioned above. The Executive (NC Sidearm)
  • Removed integrated Suppressor.
  • Kept innate mag size reduction.
  • Max damage from 200 to 222.
Dev Note: Novel bump to the max damage range in exchange for the mag size reduction, and access to Disruptor ammunition. With the bumped damage and changes to Disruptor ammunition, you can stay above a 167 damage model and retain three-tap headshot potential in spite of that. Tempest (NC SMG)
  • Kept integrated Extended Magazine.
  • Removed integrated HVA.
  • Removed integrated Forward Grip.
Dev Note: The "long range" benefits (and drawbacks) of this weapon have been removed, but can still be opted into through attachments. We kept the innate 35 round magazine and longer reload time, and the allowed this weapon to take Disruptor ammunition, among others. The Moonshot (NC Sniper Rifle)
  • Rechamber from 1.5sec. to 1.65sec.
  • Minimum damage from 400 to 450.
  • Projectiles can now pierce through one infantry target.
  • Kept hipfire penalties.
  • Kept integrated Straight-Pull Bolt.
Dev Note: This weapon becomes capable of one-shot a bit further out, and projectiles now pierce a single infantry target as an added bonus. GD Guardian (NC Scout Rifle)
  • Long reload speed from 3.4sec. to 2.6sec.
  • Short reload speed from 2.5sec. to 2sec.
  • Kept integrated HVA.
  • Kept integrated hipfire penalty.
Dev Note: Attachments do most of the heavy lifting on this weapon, but it's been given a more manageable reload in line with its predecessor. NSO Directive Weapons These weapons still need a full pass, though a handful of changes have been made already. Expect more in the next build. PMG-ARX Schrodinger (NSO SMG)
  • Magazine size from 60 to 66.
  • Ammunition capacity from 240 to 792.
Dev Note: Big improvement to ammo capacity given the unique nature of this weapon, firing two rounds at a time. SR-ARX Einstein (NSO Sniper Rifle)
  • Magazine size from 6 to 8.
  • Ammunition capacity from 60 to 72.
Dev Note: Didn't need much in the way of changes. XMG-ARX Galilei
  • Long reload from 4.9sec. to 4.25sec.
  • Short reload from 4.5sec. to 3.85sec.
Dev Note: Increased reload speed makes this weapon a bit more functional, and this weapon can equip extended magazines to push the reload economy even further. Black Market A new Black Market directive has been added. Tier 3 completion will provide access to the NSX Raijin shuriken. The Tier 4 directive reward is currently being developed. SPRK-33's Stomper
  • Added SPRK-33's Stomper to the Black Market.
  • This heavily modified Thumper is loaded with anti-armor mini-rockets.
Misc. Changes, Fixes, and Additions
  • VR Training NPCs now play their death animations when they die.
  • Filtering weapons in the loadout now filters by showing the categories you select, instead of needing to deselect everything you want to filter out.
  • Fixed an issue where redeploying from a vehicle could cause you to see underwater caustics on other continents.
  • Exodus PPC will now target enemies riding a Flash.
  • Switching characters while underwater no longer causes that audio mixer to persist on the new character.
  • Spawning a Deliverer can now be done from Flotilla vehicle terminals.
  • Seapost bases are now properly affected by Ground Vehicle Facility Module discounts.
  • Oshur's conquest bonus now applies to NSO characters currently assigned to the conquering faction.
  • Dog Tag collection directives no longer appear among the recommended directives to complete.
  • NC's Phoenix Rocket Launcher now properly triggers the underwater visuals for the pilot.
  • Fixed a visual issue where the opacity of deep water behind an object would appear overlaid atop it.
  • Claiming mission rewards no longer displays previously complained mission rewards momentarily.
  • Fixed a rock being able to be clipped into near Viridian Genetics Lab on Oshur.
  • You'll no longer find the Oshur Expedition countdown screens in Sanctuary.
  • You no longer hear footsteps of players moving underwater while you're above water.
  • NSO's Defector once again plays its idle animations in the loadout screen.
  • NSO's Repair Drone now requires line of sight in order to repair its target.
  • NSO's Repair Drone now despawns when its owner dies.
  • The Combat Medic's passive Triage now works in the Flash XS-1.
  • Horns and Headlights now work in the Flash XS-1.
  • Fixed a non-functional jump pad at Halcyon Watch on Hossin.
  • Jackpot Commissioner and Wyrdwood Shillelagh now both count toward the Gun Game daily mission.
  • Fixed inconsistencies with Oshur's facility experience rewards.
  • Your arms no longer flail wildly when firing while airborne after using a jump pad.
  • Fixed an issue preventing progress of the Training: Light Assault and Guerrilla Warfare missions.
  • Centri Mining Operations on Oshur now has a painfield near the spawn.
  • Trident Relays on Oshur now have a painfield within the spawn rooms.
  • Removed Mirror Bay Watchtower capture point shield and sealed up some of the back walls.
  • Fixed an issue where some rocket launchers would show the player's shoulder while aiming down sights.
  • Added cover to Viridian Terrance's main spawn room, on Oshur.
  • Defector and MAX units now play sounds when meleeing underwater.
about 2 years ago - RPG_Wrel - Direct link
Fun little footnote. So... the above. It's a lot. One thing we didn't go over is just which attachments are going to which weapon. That was going to go into an excel doc and be shared with all of you, but there are some issues getting it here in a way that looks nice, and I'd want to find a better way to share an external link than the options I've got at the moment. That said, we'll find a proper solution before the next test build lands next week. -Wrel UPDATE: Welp, since I immediately feel guilty about not showing off the attachments in some form, enjoy this album of pictures excerpted from a (mostly cleaned up) excel doc: https://imgur.com/a/Jheh8Qg





Recent Planetside Posts

about 1 month ago - Mithril