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f13.net General Forums => PlanetSide => Topic started by: Mrbloodworth on August 17, 2007, 01:53:29 PM



Title: Development Uplink - August 16, 2007
Post by: Mrbloodworth on August 17, 2007, 01:53:29 PM
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We heard everything that you all have been so gracious to post about, heck weíve been in there with you experiencing many of the same situations that you all have. What is it that weíre talking about? The Phantasm. Weíve noticed and Iím sure you have too, that the vehicle isnít simply being used as we had intended it to be used, a stealth drop ship. Itís being used to farm softies and thatís just not cool. The team decided to bid the machine gun ado and have the Phantasm be a simple, cloaked aircraft to drop softies to a target.

Thatís not all folks, thereís more! The Galaxy Gunship is getting an adjustment that in a round about way buff up itís armor and survivability. Itís going to have additional damage degradation from munitions that hit it so itís only going to take a certain percentage of the damageÖlike 75% or so. This should result in increased survivability and shorter repair times since overall itís not going to take as much damage.

But wait thereís more to the Galaxy Gunship, the damage output of the guns has been increased!

Engineers also get some goodies in this coming update. The Engineers are going to have tiered bonuses to the speed and efficiency in which they make repairs to vehicles and MAX units. Standard Engineers will repair at the rate that it is currently while CEís will get a slight bonus to their speed and efficiency. Assault/Fortification/Advanced Engineers will repair at roughly 100% faster than standard Engineers.

Now, the Black Ops. What we introduced a little while back was something that we hope to grow upon and make them sort of their own unique entity within PlanetSide. The team is really working on the Black Ops to make them cool and so that anyone in the future could use them for an event or something of that nature. Weíre still working on how we want to implement the whole Black Ops thing to the player base as a whole but we definitely want it to be fun for everyone.

Hopefully this uplink gives you a little more insight to whatís going on for the update, we hope to have a playtest for it shortly but thatís about all I have to say for the time being!

Until next time,
Joel ďRaijinnĒ Sasaki

Told ya it just needed some time on live.


Title: Re: Development Uplink - August 16, 2007
Post by: LK on August 17, 2007, 02:00:32 PM
Engineers sure are seeing a lot of love lately.


Title: Re: Development Uplink - August 16, 2007
Post by: shiznitz on August 17, 2007, 02:41:44 PM
Gunship will still be ignored. It needs a gun on the roof to protect from aircraft above it.


Title: Re: Development Uplink - August 16, 2007
Post by: Mrbloodworth on August 17, 2007, 02:46:25 PM
Engineers sure are seeing a lot of love lately.

It was an easy adjustment. Bang for buck.


Title: Re: Development Uplink - August 16, 2007
Post by: LK on August 17, 2007, 04:18:43 PM
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We heard everything that you all have been so gracious to post about, heck weíve been in there with you experiencing many of the same situations that you all have. What is it that weíre talking about? The Phantasm. Weíve noticed and Iím sure you have too, that the vehicle isnít simply being used as we had intended it to be used, a stealth drop ship. Itís being used to farm softies and thatís just not cool. The team decided to bid the machine gun ado and have the Phantasm be a simple, cloaked aircraft to drop softies to a target. We also felt that the certification cost for the Phantasm was too high, and decided to lower it to 1.  However, it now additionally requires Air Support in order to obtain.

Fixed.

Honestly I wish the ship was lumped into Air Support, but with their code and Infiltration Suit being a requirement, I imagine they'd need to make it a separate entity.  But that's a more logical certification progression.


Title: Re: Development Uplink - August 16, 2007
Post by: Stephen Zepp on August 18, 2007, 12:26:54 PM
Gunship will still be ignored. It needs a gun on the roof to protect from aircraft above it.

Those are called Wasps, and they've been in the game for quite a while.


Title: Re: Development Uplink - August 16, 2007
Post by: shiznitz on August 20, 2007, 10:17:31 AM
Wasps can own gunships, yes, but the Wasp is too vulnerable to everything else to be a good escort.


Title: Re: Development Uplink - August 16, 2007
Post by: Mrbloodworth on August 20, 2007, 10:48:09 AM
Wasps can own gunships, yes, but the Wasp is too vulnerable to everything else to be a good escort.

Combined arms man, combined.

FYI they also increased the rotation arcs for all the guns on the Gunship, should lesson the blind spots.


Title: Re: Development Uplink - August 16, 2007
Post by: shiznitz on August 20, 2007, 01:17:41 PM
Wasps can own gunships, yes, but the Wasp is too vulnerable to everything else to be a good escort.

Combined arms man, combined.

FYI they also increased the rotation arcs for all the guns on the Gunship, should lesson the blind spots.

I don't disagree about combined arms, but as I said above, put every man in the gunship in a reaver and you have a better force. If you are going to lock 5 guys in one vehicle it needs SUPERIOR firepower. Can all guns in the gunship fire now on one target from most trajectories? 6 reavers in a snake pattern can kill a BFR in one pass, although it usually takes more due to poor accuracy.


Title: Re: Development Uplink - August 16, 2007
Post by: Mrbloodworth on August 20, 2007, 01:43:17 PM
Wasps can own gunships, yes, but the Wasp is too vulnerable to everything else to be a good escort.

Combined arms man, combined.

FYI they also increased the rotation arcs for all the guns on the Gunship, should lesson the blind spots.

I don't disagree about combined arms, but as I said above, put every man in the gunship in a reaver and you have a better force. If you are going to lock 5 guys in one vehicle it needs SUPERIOR firepower. Can all guns in the gunship fire now on one target from most trajectories? 6 reavers in a snake pattern can kill a BFR in one pass, although it usually takes more due to poor accuracy.

I don't know yet. (http://forums.station.sony.com/ps/posts/list.m?topic_id=88000012768)

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Playtest -- Monday August 20th, 2007 Build 3.12.31 -- 3:00p Los Angeles / 6:00p New York / 11:00p UK

Battle Island: Desolation!

Objectives:

    * Overall Objective:  Check the Engineering and vehicle updates to provide feedback on them!
    * VS Objective:  Take and hold the center tower of Desolation!  VS will start with Dahaka
    * NC Objective:  Take and hold the center tower of Desolation!  NC will start with Jamshid
    * TR Objective:  Take and hold the center tower of Desolation!  TR will start  with Izha
    * This will be a limited engagement scenario and the following rules apply:  Stay on Desolation and provide feedback!
    * Added fun stuff:
          o All 3 Empires will have Pain and Healing module benefits!
          o Each Empire will have access to all enemy vehicles!
          o Heavy Assault will be enabled on Desolation for the play test!
          o Advanced vehicles (Reavers, MBTs, etc.) will be enabled for the play test!
    * If an empire gets too many players they will face targeted Meteor Showers and my Magic CUD of Unlimited Orbital Strikes!
    * Since there is no dropship facility, Phantasms and Gunships will be spawned near the bases every few minutes.  Please be patient.
          o For those of you planning to fly them, be sure to get the Galaxy Gunship and Phantasm certs!

Changes in 3.12.31

    * Phantasm
          o Removed the gun (all instances of the Phantasm having a gun in text should have changed as well)
          o Decreased explosion damage
    * Galaxy Gunship
          o Health increased
          o All damage taken should be reduced
          o Increased the velocity of the 35mm bullets
          o Increased 35mm bullet and GroundPounder mortar damage towards vehicles
          o Decreased 35mm bullet damage degradation.
          o Increased the angle of fire on wing and front guns
          o Decreased experience multiplier for killing the gunship
          o Increased purchase timer from 5 minutes to 10 minutes
          o Increased trunk size from 16x12 to 18x15
    * Modified Engineering repair abilities.
          o Amount of damage repaired for vehicles and max's will increase from Engineering to Combat Engineering to Fortification / Assault / Advanced Engineering certifications.
          o Amount of damage repaired for infantry remains unchanged.
          o Repair speed increase is due to the amount of armor repaired per canister; the actual refire rate is the same.
    * Miscellaneous
          o Fixed a bug having to do with the ACE that would cause server crashes
          o Fixed a bug with the ACE that was introduced in the last build where after deploying a Shadow Turret, Cerberus Turret, or Disruptor Mine the next ACE would be reset, forcing you to change from Spitfire Turret to Shadow Turret for example.  It has been fixed so you can deploy several Cerberus Turrets in a row without needed to switch.
          o News update and banner have been updated to reflect the changes in this build.

Notes:

    * Players who intentionally cause problems will have their IDs sent to the CSRs for disciplinary action affecting your Live account
    * Instructions for getting into the Public Test Server can be found here
    * If you encounter a new bug, please use the in-game bug reporting tool via /bug.
    * If you crash to desktop (CTD), please restart the game and submit your crash log via the dialog box that appears when you restart the game. If a crash log wasn't generated, please let a QA Rep know that you had a CTD and what happened in-game just before the time of crash.

Thanks for helping out and we'll see you online!