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Old 2013-06-14, 08:04 PM   [Ignore Me] #1
Hamma
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GU11 Weapon and Resource Tuning Changes


Posted on OF:
https://forums.station.sony.com/ps2/...hanges.134128/

The below are the major weapon and vehicle changes planned for GU011.

Vehicle and MAX Resource Costs
  • The majority of vehicles and the MAX units will be getting a resource cost increase with this update. The new values are based on data that we have collected from the Live servers, and our goal is to even out the resource costs with their related income rates.
    • New Costs:
    • Flash: 150
    • Sunderer: 400
    • Lightning: 400
    • Magrider: 450
    • Vanguard: 450
    • Prowler: 450
    • Scythe: 250
    • Reaver: 250
    • Mosquito: 250
    • Liberator: 350
    • Galaxy: 350
    • Harasser: 400
    • MAX: 350
MAX Abilities
  • The Burster buffs when using the VS ZOE and TR Lockdown abilities will be reduced.
  • The damage received when the VS ZOE ability is active will be getting increased.
  • Note: The timer currently on the test server for the ZOE ability is not planned to go live.
Shotguns
  • All shotguns will be getting a small reduction in damage per pellet. The goal with this change is to reduce slop while keeping the effective kill ranges of the shotguns the same. So glancing hits and spamming without aiming will not be as rewarding, but well-aimed shots should just be as effective as before.
  • The default ammo count on the pump-action shotguns will be dropping from 5 to 4 rounds. This brings their potential kills per magazine and kills over time more in line with the other weapon classes.
Faction Heavy Weapons
  • All faction weapons will be getting a pass to make them more effective at their various roles.
  • Jackhammer: The ammunition capacity of this weapon is being increased to 9 rounds. Also, the burst mode will be gaining a rate of fire increase.
  • MCG: The fire delay is being removed. Instead, the weapon will fire immediately and the rate of fire will ramp up over time. The hip accuracy is being adjusted to better allow sustained fire.
  • Lasher: This weapon will receive a rate of fire increase and a slight damage buff, which should allow it to be viable in more situations. Also, ally players will no longer take the full AOE damage.
IRNV Scopes
  • We feel that the current downsides to this optic (less visibility at range) are negligible when compared to its benefits. We’re going to be adding a very small delay before the night vision is active and a small amount of scope sway to better balance the attachment out.
Flak
  • Bursters will be getting an accuracy penalty when moving and COF bloom is being added over sustained fire. The goal with this change is keep them just as effective at near range while dropping their effectiveness at extreme ranges (300+ meters).
  • Skyguards will be getting a projectile speed increase and other stat changes to make them better at range.
Vulcan
  • The Vulcan has been updated to be more effective at range and now has a larger clip size.
  • In addition, it has been given a spin up time. The Vulcan still fires during the spin up time, but at a reduced rate.
Sunderer Deployment
  • Facilities and Outposts on Indar and Amerish now have Sunderer No Deploy Zones. These function just the like No Deploy Radius around allied deployed Sunderers. These zones prevent you from parking your Sunderer right on top of the capture points. You’ll have to fight to the capture points on foot.
Edit: Forgot one. Edit 2: Spelling
Underbarrel Attachments
  • These have been removed from the weapon selection list and are now mapped to the primary weapon key. Press 1 to swap between the weapon and its attachment.
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Last edited by Hamma; 2013-06-14 at 08:11 PM.
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Old 2013-06-14, 08:05 PM   [Ignore Me] #2
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Re: GU11 Weapon and Resource Tuning Changes


Beat you slightly DirtyBird :P
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Old 2013-06-14, 08:08 PM   [Ignore Me] #3
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Re: GU11 Weapon and Resource Tuning Changes


Yeah I saw mine up and was editing it to say they are only planned and not official yet.
Mine was prettier tho wasnt it
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Old 2013-06-14, 08:21 PM   [Ignore Me] #4
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Re: GU11 Weapon and Resource Tuning Changes


Interesting changes. Will have to see how they turn out, but nice to see the heavy weapon tweaks, under-barrel change is AWESOME and.. resource changes??? I thought SOE forgot about them. Vehicles might actually stop coming once you kill a bunch of them for once.

I would have rather had the 8 second fuel charge on ZOE than take more damage while active I think. Oh well.
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Old 2013-06-14, 08:19 PM   [Ignore Me] #5
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Re: GU11 Weapon and Resource Tuning Changes


So after actually reading it there are some changes prosposed to quell tears but there are quite a few that might create some new tears.

Costs are extreme, 150 for a flash.
And those who run the lolpodder/Spam Cannon/MAX rotation might have to duke it out on foot for a while to increase the resources IF they die fast enough.
But in all reality it probably wont bother them that much.
They've pretty much mastered it by now and even this increase wont hindered those who rely on it.
I only see it effecting those newer to the rotation.

The Jackhammer could get interesting.

Adios IRNV.

Skyguard makes a possible come back.
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Old 2013-06-14, 08:54 PM   [Ignore Me] #6
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Re: GU11 Weapon and Resource Tuning Changes


Finally the MCG might be pretty damn good, I mean it was allright but that bullet delay really sucks considering the fast TTK on weapons.

Glad the shotguns got a small nerf.


As for vehicles being worth more resources......

On one had is good because vehicles will be more valuable.....on the other hand people with 100% Resource Boost are gonna have a bigger advantage now.
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Old 2013-06-14, 08:57 PM   [Ignore Me] #7
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Re: GU11 Weapon and Resource Tuning Changes


Vehicle/MAX cost seem a bit extreme, and the sundy should not cost as much as a harasser when it is so much more useful, not to mention larger. And if they're going to increase how much they cost they could have decreased the acquisition timer to make them more resource dependent.
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Old 2013-06-14, 09:09 PM   [Ignore Me] #8
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Re: GU11 Weapon and Resource Tuning Changes


the ZOE max already makes him soak up so much damage when he gets hit. now he will just melt xD rendering it useless... but ok
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Old 2013-06-15, 12:57 AM   [Ignore Me] #9
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Re: GU11 Weapon and Resource Tuning Changes


Originally Posted by Ashtar View Post
the ZOE max already makes him soak up so much damage when he gets hit. now he will just melt xD rendering it useless... but ok
Still useful in situations where you don't take much fire, but mano'o'mano it is recommended off ..

About the resource changes, i foresee the same problem which already exist getting worse, being:

low pop = low control = low resources

Giving the ones with the biggest pop an even greater advantage than is currently.

Although i agree with the idea of doing it, but this will be an unwanted side effect due to resources being based on territory.
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Old 2013-06-16, 03:04 PM   [Ignore Me] #10
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Re: GU11 Weapon and Resource Tuning Changes


Originally Posted by Elahhez View Post
About the resource changes, i foresee the same problem which already exist getting worse, being:

low pop = low control = low resources

Giving the ones with the biggest pop an even greater advantage than is currently.

Although i agree with the idea of doing it, but this will be an unwanted side effect due to resources being based on territory.
^This.

I absolutely hate playing on low-pop hours just because of this; not only are the enemy outnumbering me 2:1, but not getting all the weapons needed (usually grenades, mines, c4) to fight the horde usually just makes me log off, making the population imbalance worse.
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Old 2013-06-16, 10:19 PM   [Ignore Me] #11
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Re: GU11 Weapon and Resource Tuning Changes


Originally Posted by Plaqueis View Post
Originally Posted by Elahhez View Post
About the resource changes, i foresee the same problem which already exist getting worse, being:

low pop = low control = low resources

Giving the ones with the biggest pop an even greater advantage than is currently.

Although i agree with the idea of doing it, but this will be an unwanted side effect due to resources being based on territory.
^This.

I absolutely hate playing on low-pop hours just because of this; not only are the enemy outnumbering me 2:1, but not getting all the weapons needed (usually grenades, mines, c4) to fight the horde usually just makes me log off, making the population imbalance worse.
Tottaly agree with you.

The maximum "bonus" whe can have, even if you are 1 for 9 is 50%. Thats pointless. I proposed somewhere to increase that bonus, comparing to % population of the most logued faction. So when they are 50% and you are only 25%, you have to receave +100% in bonus (seems normal they are twice more than you). When they are 90% and you are 10% you will receave +900% of resources.

Even with that you will lose quite fast but it will help you to do something. And seems more balanced than what we have today.
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Old 2013-06-15, 06:45 AM   [Ignore Me] #12
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Re: GU11 Weapon and Resource Tuning Changes


Originally Posted by Ashtar View Post
the ZOE max already makes him soak up so much damage when he gets hit. now he will just melt xD rendering it useless... but ok
Have to hit it first. It won't become anywhere near useless because of this, if anything it will hardly make a difference for those that know how to use the ZOE properly, as in not having it on all of the time.

Personally I would rather have seen that they've added in the duration than the increase in damage taken, since it's the added mobility that's the strongest bonus from the ZOE.
IRNV Scopes
•We feel that the current downsides to this optic (less visibility at range) are negligible when compared to its benefits. We’re going to be adding a very small delay before the night vision is active and a small amount of scope sway to better balance the attachment out.
Called it, Murda! I knew they were going to nerf it at some point, same thing happened in BF3 when everyone used the INRV. Good thing I started using reflex sights again.

Chewy: Shotguns have been a problem, and still are to a lesser extent, because of the level design in many cases favoring close quarters. This is also why I'm against the NC being so shotgun focused, it will lead to balancing issues when they either become too effective or not near effective enough.
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Old 2013-06-15, 10:01 AM   [Ignore Me] #13
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Re: GU11 Weapon and Resource Tuning Changes


Originally Posted by Falcon_br View Post
So, now it is no longer viable to get a flash to go from point A to point B without walking.
Maybe, if your Flash is unarmed, you could get it for 25 points as it was before!
We know that lots of people are using cloaked Flash + grenade launcher to get lots of kills all day long, I am ok in F! everyone on the server to stop that, but I think my solution is better, give an unarmed Flash, a price reduction.
Maybe, in a far future, the end cost of vehicles will be calculated on the weapons on it, so people who doesn't have friends and don´t live the lighting, can get a prowler with just one weapon for a reduced price.
Originally Posted by Elahhez View Post
low pop = low control = low resources

Giving the ones with the biggest pop an even greater advantage than is currently.

Although i agree with the idea of doing it, but this will be an unwanted side effect due to resources being based on territory.
Agreed, although I thought of a different system that could also augment that idea. Instead of resource increases I was thinking...what if vehicles received % decreases or increases based on where they are pulled?

Moved idea to resource specific chat:
http://www.planetside-universe.com/s...90&postcount=8


Also, do want @ no deploy zone. Makes medics far more valuable because you can't put a spawn on top of an objective and get a better spawn point on the offensive than the defenders. Spawn further back or wait for a medic?

Last edited by Lucidius; 2013-06-15 at 11:39 AM.
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Old 2013-06-15, 01:48 PM   [Ignore Me] #14
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Re: GU11 Weapon and Resource Tuning Changes


Originally Posted by ChipMHazard View Post

Chewy: Shotguns have been a problem, and still are to a lesser extent, because of the level design in many cases favoring close quarters. This is also why I'm against the NC being so shotgun focused, it will lead to balancing issues when they either become too effective or not near effective enough.
I agree that having NC be the shotgun kids is a HORRID idea. There was never a love for shotguns with me in games at all over the years due to SGs not getting justice to what they are (UP) or being gods over all else (OP). Shotguns are just to hard to balance against other weapon types when they are nothing alike.

For me shotguns have never been a problem. They are shotguns and SHOULD be better in CQC over rifles but be kinda equal to SMGs. That's all SGs have. Iv fought off countless shotgun users within their AOE and walked away. If a shotgun user fails to do a good alpha strike and get the quick kill then they are piss easy to defend against. That is the point of a shotgun, to be a shock weapon that does its job best only in a certain area and is crap in all else.

I am still pissed that NC MAXes are getting another nerf thanks to another shotgun "balance". NC MAXes are getting balanced around fully certed weapons, not stock like all the rest. How the hell is it right that ONLY NC MAXes be balanced around spending 1,000+ certs (2 extended mags + the 2nd arm) while all other MAX AI weapons can kill both infantry and MAXes without any needed upgrades at ranges well beyond that of a shotgun?
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Old 2013-06-15, 03:07 PM   [Ignore Me] #15
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Re: GU11 Weapon and Resource Tuning Changes


They did it again. Instead of a proper solution to bursters like a harsh damage fall-off at say 300m or whatever they make the damn thing more random.

Fuck COF randomness.

Skyguard buff is good, but the stats were never the problem. It's the sluggishness of the tank turret. Ridiculous negative acceleration and lag.

So glancing hits and spamming without aiming will not be as rewarding, but well-aimed shots should just be as effective as before.
Yeah, because COF isn't ridiculous as is. I've been dead center on someones head more often than enough and the COF bullshit made my slug miss. Don't even want to talk about the random buckshot patterns lining up nicely around someones head.

For the love of god, reduce damage of weapons significantly, but remove COF.

MCG change is good.

We feel that the current downsides to this optic (less visibility at range) are negligible when compared to its benefits. We’re going to be adding a very small delay before the night vision is active and a small amount of scope sway to better balance the attachment out.
So instead of making the other ones better, nerf the only worthwhile one.
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