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Old 2013-06-20, 08:52 AM   [Ignore Me] #1
Aaron
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PlanetSide 2 Game Update 11 Patch Notes


https://forums.station.sony.com/ps2/...m-cest.135376/

Updated on PSU PlanetSide 2 Wiki:
http://wiki.planetside-universe.com/...1_(2013/06/20)

All servers will come down for maintenance at 6:00 AM PT (3:00 PM CEST) for game update 11. Downtime is anticipated to be less than 2 hours. Players may note the following changes:

GU11 Patch Notes
General Game Updates
Continental Domination Thresholds


Domination requirement for securing continent benefits has been lowered from 100% to 75% of the territory on the continent.
The point where a domination benefit will be lost increased from 0% to 15% of owned territory.
These changes do not affect alerts.
The Map Statistic for Territory Control now has a visual representation of the thresholds where benefits will be gained and lost.
Our goal is to make continent domination and denial during prime time a tough but reasonably achievable goal and to reduce the situations where entire empires would hold out in a single facility.

Resource Cost Increases for Tanks and MAXes
The below are the new resource costs for each vehicle type and the MAX unit.

Flash: 100
Sunderer: 400
Lightning: 300
Magrider: 450
Vanguard: 450
Prowler: 450
Scythe: 250
Reaver: 250
Mosquito: 250
Liberator: 350
Galaxy: 350
Harasser: 300
MAX: 350

Map Tutorial

It is accessed by clicking the help button at the top of the screen
This can be accessed by anyone at any time.

Interactive Tutorial Additions

Tutorial Intro now includes a list of covered topics and an estimated time to complete
Infiltrator segment now also mentions holding breath to stabilize scope sway
Warpgate Terminal now highlights the highest non-queued continent instead of always Indar
The “Skip Tutorial” option is no longer available if the account does not have any existing characters.
Subsequent characters will have the option to skip the tutorial
Several minor tweaks and fixes to the tutorial to improve usability

Instant Action & Reinforcements Adjustments

Less emphasis on fights where your empire is dominating.
More emphasis on fights where your empire has a small disadvantage
Optimal IA fight is now a bit bigger than platoon vs platoon.
Lowered maximum population allowed for an instant action / reinforcement point to be active.
The intent of these changes is to be a better reinforcement mechanic and to help support and balance the medium-sized fights.

New in VR
Cosmetic items for infantry and vehicles should now be available in the VR training zone

New in Depot
New Helmets
The long-awaited shemaghs have arrived!
New Liberator Glass Decals
Three new and exciting colors for each empire.
Camo Bundles
Coming Soon: Keep an eye out for limited time camo bundles at a ridiculous discount.
Ground Vehicle Lumifiber Trim
Coming Soon: New Lumifiber Trim for your Sunderer, Lightning, Flash and Harasser

General Infantry Updates
Player Movement

Reduced infantry traction. Players will now decelerate before accelerating to their max speed when quickly changing directions while moving.
Reduced player warping
The above should help reduce issues with ADAD
Walking over small ledges will no longer cause iron sights and optics to play the jump animation.

Better Visibility for Friendly Explosions

HUD indicator range for friendly explosives increased from 10 meters to 30 meters.
Improved IFF for Friendly Infiltrators
Any cloaked infiltrators that are part of your faction are now highlighted in your faction color.
This change has no impact on enemy units.

All IR/NV attachments

Added scope sway
dded a short delay when transitioning into this scope

Improved IFF for Friendly Infiltrators

Any cloaked infiltrators that are part of your faction are now highlighted in your faction color.
This change has no impact on enemy units.
Improvements to Drifter Jump Jets
Light Assault Drifter Jump Jets have been enhanced to provide a speed boost while using them on flat ground
These should now provide a new alternative gameplay role for Light Assault
Underbarrel Attachments
All underbarrel attachments have been removed from the weapon selection list. They are now mapped to the primary weapon key. Press 1 (default) to toggle between the primary weapon and its attachment.

Miscellaneous Changes

The last rank of the Repair Tool now allows Engineers to deconstruct enemy tank mines. This will reward the Engineer experience.
Placed C-4 now has a visible light attached, similar to placed personal mines.
The default infantry attachment toggle key is now “X”. This will only apply to new installs. Existing clients will still have the previous default of “L”, which can be re-mapped in the settings.

Bug Fixes

Fixed personal mine particle effects not showing if you were far away when the mine was first placed.
The scope sway pattern no longer resets each time you exit the scoped view.
Distortion effect on the active Zealot Overdrive has been reduced to one quarter of its original size
Medics and Engineers should no longer lose their heal tool and repair tool/ammo pack while in the VR zone.
Fixed third person character models never aiming below “level” while firing
Fixed a problem causing the Medic triage ability to not function properly while in a Harasser
The VS Infiltrator Crested Helmet should no longer cause players heads to disappear at certain distances
Fixed a problem preventing the Female TR Combat Medic composite helmet from displaying properly
Cloaked Infiltrators will now correctly show bullet hit impacts when they are cloaked with shields down.

MAX Ability Tuning
VS MAX: Zealot Overdrive

The amount of additional damage received while Zealot Overdrive is active has been increased from 25% to 30%.
Reduced the indirect damage buff for Bursters when using Zealot Overdrive
Rank 1: Indirect damage increase reduced from +15% to +5%
Rank 2: Indirect damage increase reduced from +18% to +7%
Rank 3: Indirect damage increase reduced from +22% to +9%
Rank 4: Indirect damage increase reduced from +26% to +12%
Rank 5: Indirect damage increase reduced from +30% to +15%

TR MAX: Lockdown

Reduced the rate of fire for MAX Burster when using Lockdown.
Rank 1: Fire rate increase reduced from +13% to +5%
Rank 2: Fire rate increase reduced from +16% to +9%
Rank 3: Fire rate increase reduced from +20% to +13%
Rank 4: Fire rate increase reduced from +23% to +16.5%
Rank 5: Fire rate increase reduced from +26% to +20%
Adjusted reload time increase for MAX Bursters while using Lockdown.
Rank 1: Reload speed changed from +15% to +10%
Rank 2: Reload speed remains at +20%
Rank 3: Reload speed increased from +25% to +30%
Rank 4: Reload speed increased from +30% to +40%
Rank 5: Reload speed increased from +35% to +50%

Weapon Updates
NS-10 Burster

The effectiveness of MAX Bursters at extreme ranges has been reduced by the introduction of movement penalties and accuracy loss over sustained fire. Details below.
Detonation range of flak reduced from 5 meters to 4 meters
Added blooming to the CoF of 0.2 degrees per shot
CoF can now bloom from a minimum of 1.25 degrees to a maximum of 3 degrees
Minimum CoF is at 1.25 when stationary
Minimum CoF is at 1.75 when moving
Minimum CoF is at 2 when sprinting
Minimum CoF is at 3 when jumping
CoF recovery time for all states reduced from 20 degrees per second to 10 degrees per second

NC NC05 Jackhammer

The Jackhammer’s burst fire mode now has unique properties. It will fire at double the fire rate of the semi-auto fire mode, with the weapon needing to be chambered after each burst. In addition, the default magazine size of the weapon has been increased from 6 to 9 rounds. Details below.
Default ammunition capacity increased from 6/48 to 9/54
Extended ammunition now gives +3 to the weapon’s capacity
Semi-auto rate of fire reduced from 255 to 225 rounds per minute
Burst mode now fires at double the semi-auto rate of fire, with the weapon needing to be chambered after each burst
Minimum damage reduced from 90 to 70
Long reload time increased from 3.5 seconds to 3.6 seconds
Short reload increased from 2.0 to 2.6 second
Added default iron sights and optic attachments

TR T7 Mini-Chaingun

This weapon now fires immediately at a reduced fire rate and then ramps up over time to its listed fire rate. The spin up delay has been removed. The hip accuracy changes will result in greater accuracy over sustained fire.
Projectile speed increased from 550 m/s to 600 m/s
Aimed stand-moving accuracy improved from 0.9 to 0.45.
Aimed crouch-moving accuracy improved from 0.3375 to 0.3.
Hip accuracy decreased by 0.25 in all movement stats. Hip accuracy bloom improved from 1.0 per shot to 0.5 per shot.
Long reload time increased from 4.0 seconds to 5.39 seconds
Short reload time increased from 3.4 to 4.39 seconds
Minimum damage reduced from 125 at 65 meters to 112 at 60 meters.
Vertical recoil reduced from 0.268 to 0.2.
First shot multiplier increased from 1x to 3x.
Minimum horizontal recoil increased from 0.1 to 0.225.
Equip time increased from 0.9 seconds to 1.1 seconds.
New fire audio

VS Lasher X2

The Lasher has been given multiple small improvements that should make it competitive in more situations. In addition, ally players will now a resist a percentage of the Lasher’s area of effect damage.
Rate of fire increased from 300 rounds per minute to 333 rounds per minute.
Max damage increased from 225 to 230.
Min damage increased from 175 at 60 meters to 180 at 65 meters.
Ally players now resist the area of effect damage by 75%.
Long reload time lowered from 5.4 seconds to 5.2 seconds
Short reload time lowered from 4.374 to 4.2 seconds
Vertical recoil increased from 0.2 to 0.4.
First shot recoil reduced from 2.0 to 1.5.
Horizontal recoil increased from 0/0 minimum maximum to 0.1/0.2.
Recoil recovery rate reduced from 18 to 15. Removed the recoil recovery acceleration. The end result is a faster recoil recovery speed.
Aimed crouch/crouch-moving/stand accuracy improved from 0.4/1.2/0.5 to 0.3 in all states.
Aimed stand moving accuracy improved from 2 to 0.5.
Fixed a bug that was causing the hip accuracy to be displayed lower than its actual values.
Hip accuracy reduced from 0.24/0.75/0.24/1.5 to 1.0/1.5/1.5/2.0
Hip cone of fire per shot increased from 0.05 to 0.1
Added optic attachments.

NC Mauler S6, TR FA1 Barrage, and VS Thanatos VE70 shotguns

Maximum damage reduced from 134 to 130
Minimum damage reduced from 60 to 50
Slug ammunition minimum damage reduced from 360 to 334
Long reload changed from 2.05 seconds to 2.1 seconds
Short reload changed from 3.35 seconds to 3.22 seconds

NC NC12 Sweeper, TR TS4 Haymaker, and VS Nova shotguns

Maximum damage reduced from 134 to 130
Minimum damage reduced from 60 to 50
Slug ammunition minimum damage reduced from 360 to 334
Long reload changed from 2.8 seconds to 3.0 seconds
Short reload changed from 4.1 seconds to 4.0 seconds

NC AF-57 Piston, TR AS16 NightHawk, and VS Pandora VX25 shotguns

Maximum damage reduced from 134 to 125
Minimum damage reduced from 50 to 45
Slug ammunition minimum damage reduced from 360 to 334

NC GD-66 Claw, NC LA39 Bruiser, TR TRS-12 Uppercut, TAS-16 Blackjack, VS Phobos VX86, and VS Deimos VA29 shotguns

Maximum damage reduced from 134 to 130
Minimum damage reduced from 60 to 50
Default ammunition capacity reduced from 5/30 to 4/28

NC MAX NCM1 Scattercannon and NC MAX AF-23 Grinder

Maximum damage reduced from 134 to 130
Minimum damage reduced from 60 to 50
Maximum damage range increased from 5 to 8 meters

NC MAX AF-34 Mattock

Minimum damage reduced from 90 to 70
Maximum damage range increased from 8 to 10 meters
Minimum damage range increased from 28 to 30 meters

NC MAX AF-41 Hacksaw

Maximum damage reduced from 134 to 125
Minimum damage reduced from 50 to 45
Maximum damage range increased from 8 to 10 meters

Bug Fixes

Adjusted Lasher geometry to help address issues with it getting in the way of the fire animation.
T-7 Mini-Chaingun can no longer bypass it’s spinup time by firing and looking down sights
Fixed an issue with the first person revolver reload animation that could occur if you used the quick knife during the reload
Fixed a bug that could cause default scopes to appear as available for all rocket launchers
Newly acquired SMGs will now display the correct number of “Kills to next medal”
Corrected an error that swapped the Vortex VM21 Left and Right weapons in the certification menu
Fixed an issue that would break animations for a player that died while charging a lancer and aiming down sights

General Vehicle Updates
Tank and Fighter Superiority XP

Added Tank Superiority Bonus: 100 xp bonus for killing an enemy tank with a tank
Added Fighter Superiority Bonus: 100 xp bonus for killing an enemy ESF with an ESF

Gunner Heading on Schematic
Added a display for gunner heading to the vehicle schematic on the HUD.
Vehicle Night Vision Optics

Vehicle Night Vision Optics no longer highlights enemies
Thermal Optics still highlight enemies
To compensate, Night Vision has a longer range than Thermal Optics

Miscellaneous Changes

Pulled the third person camera for Main Battle Tanks and Lightnings out about 1 meter
Adjusted all vehicle ammo capacity certification tooltips to display the amount added instead of displaying what the new total ‘could’ be

Bug Fixes
Fixed issue where vehicle diagram turned red before the vehicle actually caught fire.

Vehicle Weapon Updates
G30 Vulcan
G30 Vulcan has been given a one second spin up time but has also been update to be more effective at range and have a larger magazine size. The Vulcan still fires during the spin up time, but at a reduced rate.

Projectile gravity decreased from 5 to 2.5
Minimum Cone of fire decreased from 0.5 to 0.25
Cone of Fire recovery rate increased from 1 to 6.25
Clip size increased from 30 to 60
Magazine size ranks reduced from 3 per rank to 2 per rank
Maximum Ammo Capacity increased from 450 to 900
Ranks increased from 30 to 60 per rank.
Added a spin up time of 1000ms
Fire rate at spin up starts at 200ms and moves towards 75ms
Minimum damage ranged increased from 300 meters to 500 meters
Minimum damage on Harasser variant increased from 80 to 85
Minimum damage on Prowler variant decreased from 110 to 90. With changes to extend the minimum damage range, it should still do 110 damage at the old minimum damage range of 300 meters.
New fire audio.

Skyguard

Projectile Speed increased from 375 to 400
Magazine size increased from 50 to 70
Ammo Capacity Increased from 750 to 1050
Amount granted from certifications increased from 60 to 70 per rank.
Reload Speed Certification increased from -60ms per rank to -100ms per rank.

C75 Viper

Projectile gravity decreased from 10 to 4
Inner Radius Splash range reduced from 1 meter to 0.5 meters

M20 Basilisk

CoF reduced from 0.75 to 0.5
Projectile Speed increased from 500 to 600.

M20 Drake

CoF reduced from 0.66 to 0.5

ML85 Enforcer

Inner Radius Blast damage reduced from 450 to 150

Saron HRB

Inner Radius Blast damage reduce from 850 to 350
Max CoF reduced from 2 degrees to 1 degree. This should extend its effective burst fire range.

M40 Fury (Flash Version)


Ammo capacity reduced from 75 to 30.
Ammo capacity certifications reduced from 15 to 5 grenades per rank

Xiphos Anti-Personnel Phalanx Turrets

Increased maximum turn speed for quicker aiming
Should now fire empire colored tracers (instead of all of them being yellow).

Vehicle Appearance Slots

Added additional appearance slots to all vehicles, allowing you to fully customize your vehicle with multiple appearance items. Below you will find an example of the new slots available today, but keep in mind that not every vehicle will have all of the slots open to them.
Ground Vehicles

Camo (various camo patterns)
Decals (various decals)
Exterior (bumpers, fenders, grills, cosmetic armor)
Horns (vehicle specific horns)
Trim (lumifiber, future vehicle trim)
Lighting (Chassis Lights)
Tire (hubcaps, tire spikes)
Antenna (Flash Antennas)
Windshield (Harasser windshields)

Aircraft


Camo (various camo patterns)
Decals (various decals)
Cockpit (cockpit glass)
Exterior (fins)
rim (lumifiber, future vehicle trim)
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Last edited by Hamma; 2013-06-20 at 09:47 AM. Reason: News Tag
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Old 2013-06-20, 08:53 AM   [Ignore Me] #2
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Re: GU11 Patch Notes


Continued.



UI Updates
Loadout Screen Improvements

Now displays locked, unlocked, and upgradable cert items (like scopes, abilities, suit mods, etc)
Now displays un-owned slot items
Added quick weapon switch arrows
Will display the last used loadout per class by default

Squad and Platoon Improvements

Added an icon callout for friends in the Squad and Platoon windows
Leaders names are now highlighted and have an icon callout in squad and voice chat listings
Added a drop down option for the platoon leader to set a member of their squad as the leader of that squad
Squad members in vehicles now display an icon to denote that status. This icon is color coded (green for open slots, grey for none) to show if the vehicle is full or has more room for passengers/gunners.

Squad Browser Improvements
We’ve made several additions to the squad screen, including:

Continent column and Continent filter
Outfit Tag column
Squad Leader column
Description text will now show platoon subsquad coloring and information
Page number display

Squad Manager Improvements
We’ve made several additions to the squad management screen, including:

Battle Rank column
Location column (in meters or continent name depending on if you’re on the same continent)
Outfit tag column
Vehicle icon callout if the player is in a vehicle
An area to drag and drop a member to create a platoon
Toggle to show the outfit tag of the squad leader

Quick Action Menu Polish

Increased tracking speeds for vehicles and infantry.
This should keep the menu in the center of the screen and track on the target much faster. Having the menu stay in the middle of the screen will make it much easier to select the menu option of your choice.
Control should not be inverted if mouse control is inverted

Other Miscellaneous Improvements

Experience reward text will still appear, even when an experience threshold has been hit
Revives remove the death stat received
Cached several UI menus to decrease load times
When clicking on the Squad Deploy or Instant Action button, the map will move to show you where you’ll spawn
Region Names will display when mousing over a waypoint HUD indicator
Expired Bundles in the Depot will no longer display
Made a visibility pass on NC vehicle HUDs to help them stand out better against Indar environments

Bug Fixes

Fixed common pool weapons displaying faction icons in the depot
Fixed an issue causing the fire mode on the weapon stats UI to be too small to read
Fixed incorrect text strings displaying on faction specific weapons
Fixed an exploit that allowed players to circumvent visions restrictions with aiming down sights by activating the scoreboard or not drawing the HUD
Fixed missing vehicle weapon utilities and ammo attachment certs missing from the VR zone
Turret and vehicle IFF indicators will now hide themselves when you don’t have line of sight

Facility/Environment Updates
AP Phalanx Turret Changes

Xiphos Anti-Personnel Phalax Turrets
Increased maximum turn speed for quicker aiming
Will now fire empire colored tracers (instead of always being yellow)

Bug Fixes

Fix for issues causing the environment and other assets to flicker in and out of view
Ammo towers should properly render in the VR training zone
Players should no longer be able to get inside collision at certain areas of the Tawrich Tech Plant
Jump pads as the spawn room of the Peris Amp Station should now work correctly
Fixed the missing SCU shield generator at Mani Bio Lab
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Old 2013-06-20, 09:32 AM   [Ignore Me] #3
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Re: PlanetSide 2 Game Update 11 Patch Notes


GG balanced air to ground.

Not welcomed back Lolpod and air spam all over like release.

What were they smoking when they did this? Did they forget the first 6 months of stupidity Air was when bursters sucked?

Oh wow they gave the stupid giant LOLpod bulleyes a better range and more ammo. Who cares. They will die in one LOLpodding while the air flys away as they did before.
---

Also now a max costs much more then a c4 but a c4 still insta kills a basic max.
the cost Vs power to a max for c4 is now BS
If max's are going to cost 350 basic max's health/armor should be much higher as to not be insta killed by decis or c4. that is too much cost for having such weaknesses.
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Old 2013-06-20, 09:46 AM   [Ignore Me] #4
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Re: PlanetSide 2 Game Update 11 Patch Notes


/nitpick
No mention of Auto Resupply being fixed.
Would not be surprised to log in and see it removed altogether.
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Old 2013-06-20, 09:46 AM   [Ignore Me] #5
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Re: PlanetSide 2 Game Update 11 Patch Notes


Wikified!

http://wiki.planetside-universe.com/...1_(2013/06/20)
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Old 2013-06-20, 09:48 AM   [Ignore Me] #6
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Re: PlanetSide 2 Game Update 11 Patch Notes


Vehicle Night Vision Optics
  • Vehicle Night Vision Optics no longer highlights enemies
  • Thermal Optics still highlight enemies
  • To compensate, Night Vision has a longer range than Thermal Optics
So what does it highlight, the night?
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Old 2013-06-20, 09:48 AM   [Ignore Me] #7
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Re: PlanetSide 2 Game Update 11 Patch Notes


AA has been overpowered for months Forsaken, I suspect they are attempting to find some middle ground.
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Old 2013-06-20, 09:51 AM   [Ignore Me] #8
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Re: PlanetSide 2 Game Update 11 Patch Notes


I'm guessing you're a flyboy?
AA as been balanced for months. I still saw the skys filled with air in the past month. Just people could kill air just like air could kill people.

Its going to be release all over again with stupid people whining "wha wha flying takes skill" while trololol LOL podding all over everything.
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Old 2013-06-20, 09:51 AM   [Ignore Me] #9
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Re: PlanetSide 2 Game Update 11 Patch Notes


In other news my phobos pump action shotgun has now become obsolete to the nova. Infact all pumps are just crapper shotguns now. Im all for nerfing them ofc but now there is just no point in using them. (would've been nice to have some kind of reason to use them)
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Old 2013-06-20, 09:52 AM   [Ignore Me] #10
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Re: PlanetSide 2 Game Update 11 Patch Notes


If by balanced you mean completely dominant when large fights are happening then I agree.

But when you put AA weapons on EVERYTHING it becomes nearly impossible for Aircraft to play a role in large fights. Remember, more exists in the game than just one persons playstyle.

You could be right, perhaps it will sway the balance in the other direction. But I for one cannot determine that based on some text in patch notes.

Additionally, there's going to be a huge ESF update coming according to Higby - that will change things even more. Worry less about balance, more about having fun.
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Old 2013-06-20, 09:59 AM   [Ignore Me] #11
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Re: PlanetSide 2 Game Update 11 Patch Notes


Originally Posted by Hamma View Post
Worry less about balance, more about having fun.
lol.... Yeah real fun when tanks and inf are insta gibed if they so much as go outside a spawn shield. Did you forget the 6 months of release? just wondering. Cause the bursters /were/ pretty much just like in these patchnotes. In fact the CoF looks kinda worse.

But yeah, you have fun easy trolling all over the ground.

As for the air update. I heard. more bombers and stuff. like air needed more explosions raining down on the ground.
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Old 2013-06-20, 09:59 AM   [Ignore Me] #12
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Re: PlanetSide 2 Game Update 11 Patch Notes


In all my time playing to date I've managed about 600 kills with Bursters.
I'd say only half of them are actually ESF kills.

Not something I look at in the weapons stats and think is OP.

I was sure we saw a balance pass on Bursters not so long ago where Higby stated they were more of a deterrent.
Will they now be more of a limp MAX waving sticks in the air saying, Over here...Over here!!
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Old 2013-06-20, 10:05 AM   [Ignore Me] #13
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Re: PlanetSide 2 Game Update 11 Patch Notes


It wasn't so much AA was OP it was that everyone and their mom, and their grandmother had AA. Forsaken One sounds like you need to go outside for a while and take a breather or something. I suggest you look up the definition to Trolling as well..

It sounds to me like you just hate aircraft, and even if they all were fitted with pea shooters you would be upset.
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Old 2013-06-20, 10:16 AM   [Ignore Me] #14
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Red face Re: PlanetSide 2 Game Update 11 Patch Notes


I definately get upset when being smashed around by ESFs on foot. Being an experienced infantry player I can personally vouch for AA being very easy to use, and overpowered. (When it is used in mass, aircraft simply can't fly there.)

Hamma is right about the AA being overpowered - and I'm not a "flyboy".
Flak has been RIDICULOUS, people hiding behind spawn shields spamming AA isn't legit, every noob a lock-on rocket launcher wielded, every vehicle can tote AA thus amplifying it's power to every inch of Auraxis.

I'd be more concerned about SOE MAX balancing and MBT secondary gunner balancing, rather than worrying about ESF secondary weapons being used well...

-ESF's and even Liberators aren't a threat to orchestrated infantry/vehicle AA squads - In fact they're easy pickings.
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Old 2013-06-20, 10:17 AM   [Ignore Me] #15
Forsaken One
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Re: PlanetSide 2 Game Update 11 Patch Notes


Originally Posted by DirtyBird View Post
In all my time playing to date I've managed about 600 kills with Bursters.
I'd say only half of them are actually ESF kills.

Not something I look at in the weapons stats and think is OP.

I was sure we saw a balance pass on Bursters not so long ago where Higby stated they were more of a deterrent.
Will they now be more of a limp MAX waving sticks in the air saying, Over here...Over here!!

Fact is. The flyboys want to easy mode all over everything like in the battlefield games. It sucks and it ruins the game.

If they get killed its "wha wha AA overpowered" But if they get 10 kills a death easy in their jets/helis its "lulz I has skills"

Its mostly a bunch of stupid people with the mentality of those kids on X-boxs who talk shit while 360 no scoping.

and hamma please. If ESFs could /only/ use their bullet guns and AA rockets I'd be fine with them. But the lib would need less armor if it was still insta gibbing tanks because burster maxs are useless now and the libs will insta gib the Skyguards should any show up.

Now this this is assuming the air update won't get a bomber/something that makes ground battle pointless again.

Originally Posted by mEtHiCaL View Post
Flak has been RIDICULOUS, people hiding behind spawn shields spamming AA isn't legit
Then you're saying the Air being able to spam spawn shields with LOLpods without the ability to be countered is legit?

Also everyone has flares, all lock ones other then the striker is worthless. and the striker is only not worthless because it has a bug/feature that allows it to bypass flares with its other rockets.
Originally Posted by mEtHiCaL View Post

-ESF's and even Liberators aren't a threat to orchestrated infantry/vehicle AA squads - In fact they're easy pickings.
everything went out the window when you said this BS

Sorry but no, you do not get to solo shit all over everything "lulz unless they have a whole orchestrated team to counter you"
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