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All PC servers will come down for the following update on Wednesday, September 15, at 6:00am PT (3:00pm CEST). Downtime for this update is expected to last up to 4 hours.
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Back to Basics
This update contains a massive push toward a better starting experience for new players. Everything from character creation, to the tutorial, to default loadouts, to the player's first "real" combat, to quality of life has been revisited.
Character Create
We've completely overhauled the character create and character selection screens. New UI, audio, faction introductions, FX and lighting all combine to enrich a player's introduction to our world.
New Tutorial
When looking at learning curve (or cliff?) of PlanetSide 2, we tried to isolate the lessons that could not only introduce players to the gameplay basics, but also help them understand and reinforce behaviors they'd be engaging in often. Capturing and defending bases, switching classes to adapt to situations, checking the map, and learning how to identify fights were among them. The new tutorial attempts to take all of these lessons and create a walkthrough that feels cohesive, and helps connect the player to the feeling of our game using mock battles with squads of NPCs fighting each other.
Post-Tutorial
We've added new "faction embassies" to the Sanctuary neutral zone. After completing the tutorial, the player lands here first to unlock some equipment, and head down to the planet's surface where they'll be able to speak to new "Field Commander" NPCs located in the upstairs room of each faction's Warpgate. We use this as a bridge to the game world, and help the player transition to their first major battle. The mission system guides much of this experience, creating short, achievable goals within the sandbox.
Default Equipment
We've made some tweaks to which equipment new players get at the start of the game. A couple of the areas we wanted to address were the lack of infantry anti-air in the earlier stages of the game, the unwieldy nature of certain starter weapons, and the lack of default vehicle equipment. Those changes will be listed further down in the Infantry and Vehicles sections of these notes.
Various QoL and NPE Improvements
- Classes each have a "coversheet" that conveys the class's intended functions, specialties, and abilities.
- Terminals in Sanctuary now have visible names above them.
- Waypoints in 3d space have been redone and reach much higher into the sky.
- Basic Training directive has been removed, and the helmet reward is now a part of the new player mission.
- Shield bars will appear above targets that have shields while spotted. The ranges at which you can see health/shields still adhere to how it is on Live.
- Made minor adjustments to the sky at night to increase visibility during the darkest hours.
- Voice overs have been removed from "First Time Events"... was a lot of yelling at you when you're trying to focus on other things.
- All the FTEs that appear now have a new audio signifier when they slide in.
- When your loadout changes outside of an equipment or vehicle terminal, you'll receive a prompt telling you that your loadout can't be updated until you resupply or pull a new vehicle.
- Vehicle and Equipment terminals now show the time until you next receive Nanites.
- Main Nav menu now displays the tooltips for those buttons on hover-over.
- You can now see who is speaking in voice chat while on the map screen.
- Using Join Combat will place you in a Drop Pod.
- Amerish Conquest: 211
- Esamir Conquest: 212
- Hossin Conquest: 213
- Indar Conquest: 214
- Non-Members can now accept up to 5 missions per day.
- Members can now accept up to 9 missions per day.
- Rarities have also been restructured, and you will no longer see the same mission of varying rarities.
- Uncommon and Rare missions may now only be accepted by members, while common missions may be accepted by members and non-members.
- Member missions are now noted with a special icon on the Mission list.
- Black Market will always provide A7.
- Nanite Systems will always provide ISO-4.
- Faction missions will always provide Certs.
- Standard vehicles have received rank 1 Fire Suppression as the default utility item.
- Standard vehicles have received rank 1 Nanite Auto-Repair as their default defense item, except for the Sunderer, which has received rank 1 Deployment Shield.
- The Bastion now has temporary invulnerability for up to 90 seconds after it is called. If the Bastion is ordered to move or attack, the invulnerability will be dispelled early.
- Mauler Cannons no longer have knockback.
- The L100 Python HEAT has replaced the C75 Viper as the default main cannon.
- L100 Python HEAT direct damage from 525 to 575.
- L100 Python HEAT reload speed from 2 sec. to 2.5 sec.
- L100 Python AP gravity from 4 to 5, to fall in line with other tank cannons.
- Resist type 4 reduced from 87 to 80 for the ANT, Chimera, Lightning, Vanguard, Prowler, Magrider, and Sunderer.
- Resist type 4 reduced from 87 to 80 for the Colossus.
- Resist type 4 reduced from 75 to 70 for Scythe, Reaver, and Mosquito.
- The V10 has replaced the VA39 Spectre as the default sniper rifle for the Vanu Sovereignty Infiltrator.
- The M77-B has replaced the 99SV as the default sniper rifle for the Terran Republic Infiltrator.
- The Nemesis VSH9 has replaced the S1 as the default rocket launcher for the Vanu Sovereignty Heavy Assault.
- The Hawk GD-68 has replaced the Shrike as the default rocket launcher for the New Conglomerate Heavy Assault.
- The ASP-30 Grounder has replaced the ML-7 as the default rocket launcher of the Terran Republic Heavy Assault.
- The GD-22S has replaced the NC6 Gauss SAW as the default LMG for the New Conglomerate Heavy Assault.
- GD-22S' default color is now blue, instead of black.
- Projectile velocity from hipfire is now in line with its projectile velocity while aiming at 570.
- Speculative fix for lockons with the Hummingbird lasting long after the projectiles have died.
- Reduced maximum damage of Cortium Bomb against completed construction objects from 9000 to 5500.
- Equipping Nanoweave now reduces base movement speed by 10%, and Heavy Assault Shields are no longer affected by Nanoweave's resistance reductions.
- Ammunition Belt now increases the reload speed of primary and secondary weapon slots by 15%, on top of its existing benefits.
- Base blind duration from 8.5sec to 6.5sec.
- Made the fade-out quicker after the effect expires.
- Base blind duration from 4.5sec to 4 sec.
- Made the fade-out quicker after the effect expires.
- This implant has been overhauled.
- Crouching momentarily will now douse your suit in coolant (you can move around after.)
- While in this state, burning damage is reduced by 90%, you no longer appear map-based recon detection, and your movement speed is reduced by 10%.
- Firing a weapon will immediately end this effect.
- This implant has been heavily revised.
- Using a Stim (Medical Kit, Restoration Kit, Infradine) will now temporarily provide you with the benefits of either Rank 5 Safe Fall, Vampire, Battle Hardened, Heavyweight, or Response Jacket, chosen randomly from the list.
- A HUD notification will appear, displaying which implant is currently active.
- Only one benefit may be active at a time.
- This implant has been overhauled.
- When you receive small arms damage while your personal shield is active, you will now heal for 50 health. This effect triggers once every 8/7.5/6/4/4 seconds.
- Rank 5: Receiving common explosive damage will now restore 50 health immediately, and has an independent 4 second cooldown.
- Reduces duration of Flash/Concussion/EMP grenade effects by 45/50/60/75/75% (up from the original 15/18/23/30/30%)
- Rank 5: You can no longer be blinded or concussed by your own grenades, instead of making you immune of these effects for a short duration after using a Stim.
- No longer reduces the effectiveness of Concussion Grenade's slow, EMP grenade's shield damage, or Flash Grenade's CoF penalty, only the duration of the applicable affects.
- Spitfires no longer target you at all, instead of only reducing the range at which they target you.
- Fixed an issue where the knockback protection would only trigger if you had an active personal shield.
- This implant now marks targets you damage at all ranks.
- Rank 5: No longer pauses personal shield regen while your overshield is active, instead of reducing overshield recharge delay.
- Rank 5: Passively grants rank 1 Safefall, instead of providing temporary fall damage resistance on Rocklet Rifle reload.
- Rank 5: You now backpedal 35% faster, instead of being hidden from Thermal Optics.
- Vehicles should no longer take damage from invisible vehicle debris.
- VR Training now harbors lanes of Nanoweave and Flak Armor equipped targets, and Heavy Assault will occasionally be spawned with active overshields.
- Models displayed in loadout screens now always use the highest quality graphics settings.
- The female UI idle animation no longer periodically freezes.
- The Outfit Map resources are now filtered off by default.
- Fixed an issue where construction objects being built would have invisible pieces.
- Updated Sergeant Lumifiber Trim icons.
- A7 nodes will now be granted the moment it's decrypted, instead of requiring a second interact.
- Destroying enemy Chimeras with primary or secondary weapons no longer award Magrider kills.
- Javelins now have a 30 second cooldown when pulled from a terminal or ANVIL, in line with other vehicles.
- Fixed broken filters for NSO-related items in the Depot.
- Magriders/Harassers with the PPA equipped will no longer see the Sunderer's ammo dispenser FX on their vehicle.
- Dervish and Javelin can now make use of the Cert Explosion Horn.
- Added a Drop Pod filter category to the Depot.