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Salut,
J'étais pas sûr que ce soit une bonne idée de faire un nouveau thread, vu que c'est pas encore fait, mais en fait c'est la meilleur nouvelle qui nous soit arrivée depuis plusieurs mois. D'autant plus que faut pas mal lurker pour trouver l'info. Et pis m**de ça fait un peu d'animation. Devinez ce que c'est ? Oui ? NERF DU LIB et esf (un peu). Accompagné de grands changements sur les chars, qui incluent une vitesse similaire avant/arrière, des tourelles stabilisées (OMG), contre une augmentation du drop. Certains dirait que c'est un buff vanguard. https://forums.station.sony.com/ps2/...hanges.189062/ En plus ça vient direct d'un dev. Citation :
Globalement les nerfs du lib et esf tendent à les rendre moins "anti-tout", et avec plus de risques. la question que je pose, c'est : -Comment vont ils gérer les chassis de char ? Pour mon lightning j'adore le rival, mais si le racer me permet d'aller à 83kmh en arrière, pourquoi je m'ennuierais ? J'espère que ça sera bien géré. /discuss |
07/06/2014, 16h06 |
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Nerf en vu mon capitaine !
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Si le mag recoit ce nerf, c'est la fin pour lui.
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07/06/2014, 16h09 |
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Hé mais ça veut dire que le prowler va pouvoir être joué comme un prowler ?
Cool. |
10/06/2014, 09h02 |
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Je demande à voir...
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10/06/2014, 10h27 |
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TR c'est vraiment mauvais!
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10/06/2014, 16h45 |
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Ouais enfin le fracture c'est AV hein, donc le splash damage tu va attendre...
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10/06/2014, 19h00 |
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L'icone est differente quand tu fais un direct hit ou du splash... t'as une arme qui fait du degat alors qu'elle a pas touché la cible, et tu te plains.
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10/06/2014, 23h29 |
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J'ai pas très bien capté le nerf lib... mais vu du sol, ça pète vite un lib
Je trouve les galaxy plus nuisible... mais bon, c'est peut être juste une question de point de vue! |
11/06/2014, 15h16 |
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11/06/2014, 16h30 |
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Patch note en avance pour le PTS :
https://forums.station.sony.com/ps2/.../#post-2748629 Tank Changes Tank primary turrets are now stabilized. (Their elevation will not move with chassis elevation changes, unless it hits the upper or lower constraint) Tank reverse speed and acceleration is now identical to the tanks forward speed and acceleration. Combat Chassis no longer improves reverse speed Racer Chassis applies to forward and reverse evenly Vanguard acceleration is being brought closer to the other tanks. It is still the slowest tank; it was just too slow. Magrider racer chassis now provides +10 kph instead of +15 kph. This brings it in line with the other MBT racer chassis. Effective ranges of most anti-tank tank weaponry is being reduced. Gravity on all primary cannon tank shells is being increased from 4 to 5 The 25 meter per second projectile speed scaling between tank cannons is being reduced to 15. High explosive tank rounds will also now have projectile speed change between factions. Lightning / Magrider HE projectile speed is being reduced from 175 to 170 Prowler HE projectile speed is being increased from 175 to 185 Vanguard HE projectile speed is being increased from 175 to 200 Lightning / Magrider AP projectile speed is being reduced from 225 to 215 Prowler HEAT projectile speed is being reduced from 225 to 215 Prowler AP projectile speed is being reduced from 250 to 230 Vanguard HEAT projectile speed is being reduced from 250 to 230 Vanguard AP projectile speed is being reduced from 275 to 245 Enforcer ML85 We’re bringing the range of this weapon down to better differentiate it from the Halberd. The Halberd has a range advantage, the Enforcer has a damage advantage. Direct Hit damage increased from 500 to 550 (Tank version only) No longer has acceleration mechanics Projectile no longer accelerates up to 300 meters per second Launch speed increased from 200 to 230 Gravity increased from 3.5 to 5 E540 Halberd Gravity increased from 3 to 5 Quality of Life/Misc: Some soccer (or football, if you're into that sort of things) cosmetics have been added to the Depot. Buy them or you're not a true fan. Added an option to turn down bloom. Soldiers who place explosives will now get an assist xp award if they are detonated by someone else and the explosives kill an enemy. Assist XP from explosive kills = exact same xp as a full kill Engineers can now equip the ammunition package directly by pressing the ability key (default: F) To match the above, the ammunition package is no longer equipped in the utility slot and it is no longer an alternate fire mode on the ACE Tool. The thrown ammunition package is now a physics object and is no longer in the deploy system. This will allow it to be thrown anywhere. The ammunition cert line can still be found in the Engineer Certs list. The Medic tool now uses right click to revive and left click to heal. The visuals on the Combat Medic’s Regeneration Field will now grow to match the range of the device as it is certed up. Adjusted the visuals on the Combat Medic’s Regeneration Field to improve performance. Sunderer owners now get 5xp per player who spawns on their deployed Sunderer. Increased from 2xp. Flash kills are now worth 100xp, increased from 25xp. Added spotting voice callouts for spotting both deployed enemy Sunderers and enemy spawn beacons. Adjusted lag compensation to improve overall responsiveness. Renamed ‘Pistol’ slot to ‘Sidearm’ slot. Crossbows are now listed as crossbows instead of being listed as pistols. Bug Fixes: Fixed various crashes. Fixed an issue that would sometimes cause players to spawn at unwanted locations due to deployment spawn list changing. Changing drivers in a Prowler or Sunderer will no longer cause the vehicle to teleport back to the initial deploy location. Addressed an issue where at some distances projectiles and bullets could ignore collision and hit through things like spawn room doors. Fixed explosives damaging facility objects, such as terminals, through geometry. Aircraft weapons should no longer be able to shoot through Biolab shields. Gateshield Diffuser will now function properly when activated while holding A or D. The Infiltrator recon tool description now lists the correct duration. The audio effect from a gravity pad will no longer persist when exiting a vehicle onto a gravity pad. Weapon sights will once again work correctly in VR Training. Class abilities will once again work correctly in VR Training. Fixed a bug where the Greenhorn Voice Pack was missing. Fixed various geometry bugs on Amerish and Indar. Fixed issues with decals displaying incorrectly on some TR Infiltrator armor. Fixed a skinning bug that kept the Reaver Tiger Fins from moving with the Reaver wings. Fixed the graphic for the latency meter to be scaled correctly. The 1x scope can now be purchased on the AS16 Nighthawk. The EM6 LMG will no longer incorrectly show an advanced laser sight for unlock. Y'a du QOL dans l'air, et les modifs du char sont déjà exposé. Disponible la semaine prochaine sur le PTS Mega buff du vanguard "bon les gars lol, maintenant qu'on a réglé ce problème de maniabilité, maintenant on va augmenter l'accélération. 65Kmh en 2.5 sec c'est pas assez ROFL." |
14/06/2014, 02h12 |
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> Buff le vannie
> Nerf le mag ... |
14/06/2014, 09h32 |
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La mise à mort du mag aura bien lieu !
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14/06/2014, 09h56 |
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Je vois que rien a changé sur PS2
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14/06/2014, 14h50 |
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