Patch preview et Q&A : bonnes news pour les vets

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Le Patch preview http://fr.twitch.tv/las0m/b/337499276 avec des designs de bases intéressants sur le nouveau continent (choke points et prises de points à pieds en intérieur parfois), nouveaux respawns, equilibrage AA, corrections de bugs, changements dans les gains d'xp, entre autres... Allez directement à 8:05, il fait des réglages avant.

Q&A : http://www.planetside-universe.com/s...ad.php?t=49649 qui traite des inquiétudes des anciens...

Désolé, pas le temps pour un résumé complet.

Qu'en pensez-vous ? Bonnes news, ou pas ?

/discuss

Dernière modification par Pappy ; 02/11/2012 à 08h10.
Un mec a fait un résumé de la vidéo :

Citation :
DISCLAIMER: None of the following lists are necessarily complete. All items subject to change, especially the ones further ahead in the future.
This week’s patch:
3rd continent, Amerish, available
more defensible bases
structured fights towards final capture e.g. Xelas Bio outer forcefield & moat, LithCorp Secure Mine capture points, etc.
fewer regions than Indar, more than Esamir
mountains create fewer, more focused paths for ground movement compared to other continents
isolated The Ascent/Raven Landing central zone: 2 bases connected by mountain road, inaccessible from outside except by air or (maybe) jumpjets
in-bounds water! (just small streams for now)
more underground and trench areas, but nothing very extensive
Amerish will not benefit as much from this week’s optimizations but will catch up in the future
built-in Twitch.tv streaming
in-game resources tuned
new Battle Rank notifications and rewards
additional loadout slots, squad leader certs, etc. will be BR-restricted
new font
anti-air balance
AA turret count will be reduced at various bases e.g. Zurvan Amp AA count goes from 18 to 4
AA splash will be reduced slightly; future balancing will be gradual
as time goes on, render distances will be increased
vehicle certs in the works to easily identify sources of AA damage
squad functionality
Instant Action spawn on squad leader will actually work
only squad leaders can use squad beacons now; it costs no infantry resources and doesn’t need to be equipped but has a 5 min. cooldown
ability to spawn on squad-owned AMS regardless of location
S-AMS deployment restriction radius in effect (100 m for now)
changes to base battle incentives
defenders get new XP bonus for all actions performed at a base while defending (kills, heals, repairs, revives, resupplies, etc.)
attackers get no XP bonus while attacking, but get a large chunk of XP after capturing a base; bonus scales with base size and will be larger than 500 XP for largest facilities
repair tool now has an overheat meter like the Phalanx turrets
MAX units will get buffed HP
optimization and bug fixes
grenade sticking problem fixed
pain fields reactivated; spawn rooms now kill enemies inside them again
fixed issues where weapons wouldn’t fire and/or switch properly
lock-on missile AOE damage fixed
restoration kits properly heal if you switch weapons right after using them
some fall-through-world bugs fixed, esp. at Tawrich
unspawnable S-AMS issue fixed
and more...
Next patch after this one:
facility control bonuses similar to PS1
Bio Labs grant infantry respawn time reduction in nearby regions
Tech Plants activate MBT spawns in nearby regions
Amp Stations buff friendly turret damage in nearby regions
continent domination benefits
command certs will be grouped by function rather than requiring rank 1, rank 2, etc.
heavy assault unique weapons will be updated based on gathered data
Higby notes that SOE doesn’t have as much usage data for the Lasher as for the Jackhammer and MCG because the Lasher is currently “useless” and “awful”
Launch and post-launch:
main battle tanks
SOE will NEVER go back to the default setup from PS1 where all MBTs required a separate driver and main gunner
plans to introduce more powerful secondary weapons to make 2nd tank seat more valuable
plans to eventually give players the option of unlocking a 3-seat setup with separate driver, main gunner, and secondary gunner
3-seat MBTs would have access to more powerful main guns than the equivalent 2-seat MBTs
due to their fixed main guns, Magriders would probably remain 2-seaters and just have access to special secondary guns; this asymmetry with the other empires is still an open problem
maps
SOE considering other ways to travel between continents besides warpgates... oversea routes? very long-term plan here
plans to bring back interlink and dropship facilities from PS1, as well as new facility types
there will probably never be huge tunnel complexes because extensive corridor shooting probably won’t be much fun
home continents for each empire
continents #4-6 will launch over the next year; home continents will not be implemented until most/all of those are released
new vehicles
various buggies are coming
new air? Higby would not commit to this idea at the time of stream
command chat
there will be a command chat system identical to PS1’s system which will replace the current all-squad-leader channel
command channel where only certed players can talk but all allied players can listen
private command channel only for certed players
orbital strike will not be ready until a couple of weeks after launch
more base capture methods e.g. capture-the-flag will be coming
empire-specific anti-vehicle weapons will be coming
that hidden BFR on Indar
Higby provided no useful information. Trololololololol
Source
Equilibrage AA , c'est bien les DCA sa Non ? si oui j'espère minimum -50% de dégâts et -30% en précision , vu le nombre hallucinant de Tank, MAX , et tourelle DCA qu'il y a sur la carte!, qui rend l'aviation useless.

Dernière modification par Compte #406027 ; 02/11/2012 à 11h08.
Citation :
Publié par iesone
Equilibrage AA , c'est bien les DCA sa Non ? si oui j'espère minimum -50% de dégâts et -30% en précision , vu le nombre hallucinant de Tank, MAX , et tourelle DCA qu'il y a sur la carte!, qui rend l'aviation useless.
il serai plus judicieux de rendre le anti-vehicular + efficace, pour que l'infantrie clean l'armored AA au sol, pour que cette derniere arrive a avoir de l'appui aerien.
Citation :
Publié par BABARR
il serai plus judicieux de rendre le anti-vehicular + efficace, pour que l'infantrie clean l'armored AA au sol, pour que cette derniere arrive a avoir de l'appui aerien.
Entièrement d'accord ! 5 Roquette "de base" pour péter un char....
Mais d'une manière générale l'AA est aussi trop efficace !
C'est un des rares reproches que j'ai à faire sur l'équilibrage pour le moment (pas assez de feedback sur les dernières armes).
Puis ça serait vraiment useless.
A part rajouter un "univers" (Engin flottant, porte "avions", etc...) entier portant sur le naval, je ne vois pas bien l’intérêt. Ça disperserait juste les joueurs.

Pas trop de commentaires sur l'interface qui pour moi est largement optimisable, dommage.
Citation :
Publié par iesone
Equilibrage AA , c'est bien les DCA sa Non ? si oui j'espère minimum -50% de dégâts et -30% en précision , vu le nombre hallucinant de Tank, MAX , et tourelle DCA qu'il y a sur la carte!, qui rend l'aviation useless.
anti-air balance
AA turret count will be reduced at various bases e.g. Zurvan Amp AA count goes from 18 to 4
AA splash will be reduced slightly; future balancing will be gradual

En français :
Equilibrage anti-air :
- le nombre de tourelles AA sera réduit dans différentes bases. Par exemple, à Zurvan Amp, leur nombre est réduit de 18 à 4.
- Les splash damage des AA est légèrement réduit.
- L'équilibrage futur sera fait graduellement (= au fur et à mesure en fonction des résultats constatés).

Pour avoir écouter le patch preview, Higby explique qu'ils ont bien conscience du problème mais que l'équilibrage ne se résume pas simplement à augmenter ou diminuer les dommages de telles ou telles armes. Il faut prendre en compte qu'en réduisant l'efficacité AA, on obtiendra évidemment des forces aériennes en plus grand nombre et qu'on risque de réduire drastiquement la survavibilité des chars en le faisant et avoir une domination aérienne. C'est pourquoi, il commencent par réduire le nb de tourelles et leur splash damage et qu'ensuite ils feront de nouveaux ajustement si nécessaire en fonction des stats récoltées post-patch.
Patch notes complet :



Citation :
Fed up with the chilly weather on Esamir or too parched from the sandstorms on Indar? Request deployment to Amerish! This recently discovered continent is filled with lush vegetation and beautiful landscapes. It may be pretty but stop your gawking. That rolling meadow is full of Lightning tanks and these majestic mountain ranges are full of Infiltrators waiting for you to poke your pretty little head up. Check your ammo and tighten up your gear. You are going to have dig in to take this one.

If there is one thing new recruits can use, it’s more training. What better way to provide than to show you veterans in action. PlanetSide 2 has full Twitch integration which will let you quickly and easily put the next amazing battle you are in up for everyone to see.

General:

The Amerish continent is now available. Head to the Warpgate to access it.
Pain Fields are now functional in the respawn areas.
The Respawn Timer has been increased by 4 seconds.
Falling damage has been reduced slightly.

Notable Bug Fixes:

Phalanx Turret projectiles from turrets are now visible to everyone
Instant Action spawning to a Squad Leader should be functional again.
Players should be able to purchase medical kits with the resupply button again.
Gate Shields will now stop enemy projectiles
Throwing a grenade on a highly populated server will no longer cause the grenade to explode in your hands.
Health Regeneration from Restoration Kits will continue even after you swap weapons.
Players will no longer spawn under Sunderers when using quick deploy.
The Vehicle Ammo Resupply ability will now properly dispense ammunition when coupled with the AMS ability.
Revive Grenades are now functional again.
Players no longer spawn through the world at Tawrich Depot.
Players can no longer get stuck in a "floating" state.

Weapons:

Tank mines do more damage to main battle tanks.
C4 now does more damage to main battle tanks.
50 cal MG bullets now travel farther before losing some damage
30mm AA: COF increased. Projectile speed increased. Changed reticule.
Swap times are faster. Swapping to a pistol got the biggest speed increase.
MAX anti-vehicle weapons: Large increase to anti-vehicle damage. Reduced magazine sizes, faster reload speeds. These are now more similar to the main battle tank weapons in feel.
All Semi-auto Sniper Rifles: Reduced near damage (hip fire range). Overall bullets to kill is the same.
Accuracy is now lost faster when firing from the hip. Starting accuracy remains the same unless mentioned below.
All weapon attachments are now available from the start. Costs have been adjusted.


New Conglomerate:

Gauss Rifle: Small increase to recoil.
AF-14: Torrent: Reduced initial vertical recoil. Small increase to horizontal recoil, but gave a more learnable pull to the right. Decreased damage at range. Improved accuracy, especially when firing from the hip.
Reaper DMR: Increased recoil over sustained fire. Reduced initial recoil, making burst fire and single shot much more effective. Increased accuracy.
AF-19 Mercenary: Slightly increased horizontal drift during sustained firing.
GD-7F: Reduced vertical recoil. Very small increase to horizontal drift over sustained fire. Made horizontal drift favor the left.
EM9: Reduced initial vertical recoil, making follow up shots from range easier. Increased accuracy.
Gauss SAW: Recoil recovers slower. Slowed down fire rate to 500 RPM, from 550 RPM.
EM1: Reduce overall recoil. Increased reload speed. Increased accuracy when on the move.
GD-22: Reload time is now consistent across all fire modes (incorrectly was slower in single shot mode). Lowered damage. Lowered vertical recoil.
Increased projectile speed to be the fastest of the available NC LMGs.
Mag-Shot: Increased accuracy. Lowered magazine size by 2.


Terran Republic:

T1 Cycler: Increased vertical recoil. Reduced horizontal drift. Decreased starting hip fire accuracy.
RF-3: Increased accuracy. Reduced vertical recoil. Gave horizontal recoil a more predictable pull to the left. Reduced damage at long range.
SABR-13: Fixed bug causing accuracy to be worse when crouched. Increased projectile speed. Reduced vertical recoil to allow more consistent landing of follow up shots at range.
TRAC-5: Initial recoil direction is more predictable. Small increase to reload time when a bullet is in the chamber. Reloading when empty remains the same.
LC2 Lynx: Reduced vertical recoil.
T5 AMC: Very small increase to first shot recoil, but made direction more predictable. Reduced horizontal drift.
T9 CARV: Reduced horizontal recoil. Small reduction to recoil recovery rate.
T9 CARV-S: Increased rate of fire to 750 RPM, from 700. Reduced horizontal recoil. Increased projectile speed. Reduced initial recoil, making the burst fire mode more useful.
MSW-R: Overall reduction in recoil. Increased rate of fire to 800 RPM, from 750, to better match the hip fire accuracy's benefit in CQC.
Repeater: Increased accuracy. Small reduction to damage at long range.

Vanu Sovereignty

Pulsar VS1: First shot recoil is more predictable. Very small increase to horizontal drift.
XM9 Centauri: Increased first shot recoil, but removed pull to the right.
CME: Lowered first shot recoil so that it can better benefit from its faster projectile at range. Increased drift during sustained fire.
Pulsar Compact: Recoil is now more similar to Pulsar VS1, meaning less recoil during sustained fire and a slight pull to the right.
VX6-7: Reduced vertical recoil. Gave a more defined pull to the right. Increased hip fire accuracy.
XM21-4 Carbine: Reduced recoil. Increased Accuracy. Added 10 to the magazine. Slowed down reload time.
Orion: Small increase to initial recoil. Increased movement speed when in iron sights.
VX29 Polaris: Reduced initial recoil to better match the benefits of its fast projectile at range.
Pulsar LSW: Increased initial recoil, but made sustained fire more steady. Dropped fire rate to 700 RPM, from 750. Increased reload speed.
Beamer: Increased projectile speed. Increased accuracy. Increased rate of fire. Reduced damage loss over range.


World:

Numerous Capture area sizes on Indar have been increased and additional cover has been provided.
Anti-tank Phalanx turrets now do less splash damage.
Anti-Personnel Phalanx turrets are more accurate but have reduced damage.

Vehicles:

Damage done by Critical Fire damage reduced by 50%
Direct hit damage of Lightning 100mms has increased.
Many Anti-vehicle secondary weapons will now have increased projectile speed and damage.
The reload time of the Prowler 120mm gun has been reduced.
Vanguard and Lightning HE turrets have had their splash damage brought in line with the Magrider and Prowler.
Sunderers can now only be deployed 200m or more from another Sunderer.


Aircraft:

Flak damage has been reduced and direct hits with projectiles now do less damage over range.
Aircraft Rocket pod direct damage increased slightly. Rockets no longer accelerate over time and move at a flat rate.
A2A missile damage increased
Air Hammer Projectile Speed increased
Increased Light aircraft resistance to 20mm Basilisk and 30mm Shredder
composite Armor is now an available cert for Liberator and Galaxy


UI:

If you are in a squad and not the squad leader, the option to drop-pod on your leader is now available from the hotspots panel in the map screen.
Spawn beacons no longer cost resources or use up a tool slot. Squad leaders will be able to use the spawn beacon on a timer.

Classes

Small reduction to speed of changing directions while strafing.
Infiltrator recon tool sends mini-map info to all faction members and not just the squad.
Fuel based abilities now start at max when you change to the class.
Repair Tool can now overheat. You can upgrade the heat threshold and the repair rate through the related cert line.
Ammunition package equips and throws faster. Ally ammo packs will now show on the mini-map.
Reduced the effectiveness of the Resist Shield to be more in line with other Heavy Assault shield abilities. Added a movement penalty to the resist shield (slows the player down only while active)
Slight increase to the Nanite Mesh Generator shield strength. Slight increase to the movement penalty of the Nanite Mesh Generator.
Increased HP given by Nanoweave Armor.
Moved MAX ammo certs into utilities slot.
Updated MAX Kinetic Armor, now it will only resist small arms fire (infantry weapons).

Source : http://forums.station.sony.com/ps2/i...02-2012.39647/
Pain field dans les spawn, y'en a qui vont pas kiffé de plus pouvoir camper en ingé avec leur mg, ENFIN !

Le up des dommages des rockets des aircraft, enfin!
Vais ptet pouvoir enfin exploser les lighting que je surprend en les prenant a revers...
2 fois sur trois ca finissait mal pour moi même si je balançait le chargeur entier de rocket sur le lighting...

Up des missile air - air, va plus falloir sortir sans les leurres !
Gros boost des max AV et boost des dommages des mines / C4 sur les MBT, ya bon.
Boost des armes AV en générale d'ailleurs, ptet la fin du spam tank a gogo...

Sur le papier ca m'a l'air d'être un super patch, encore 3GO a dl...
Citation :
Publié par Masc
Le mec dans le trailer a de la chance, personnellement j'ai jamais réussi à dégomer un avion comme il le fait
Je me suis fait exactement la même remarque, et j'imaginais un dev taper une ligne de commande dans une console au bon moment pour faire péter la faucheuse ^^
Citation :
Publié par Perfeekstard
Le up des dommages des rockets des aircraft, enfin!
Vais ptet pouvoir enfin exploser les lighting que je surprend en les prenant a revers...
2 fois sur trois ca finissait mal pour moi même si je balançait le chargeur entier de rocket sur le lighting...
C'est bizarre car je peux t'assurer que pre-patch, un full clip de rocket dans le cul d'un lightning et il explose direct (jouant principalement scythe et ayant pratiquée la chose a maintes reprises ).

Quand tu dis "a revers" es-tu bien sur que tu mets tes rockets dans le cul du lightning ?
Car il faut faire attention, en aircraft c'est un peu tricky de tirer dans le cul des véhicules terrestres, il faut être derrière avec un angle maximum de 45°(peut-être 60), si tu as un angle plus haut que ça, les tirs comptent comme touchant la top armor et non la rear


-------



Sinon Amerish est juste awesome en aircraft, beaucoup de relief, ça permet de jouer avec ces obstacles pour surprendre des troupes terrestres ou perdre un aircraft ennemie qui nous poursuis.
Cela peux aussi offrir une cover relative le temps de réparer son aircraft.
Vraiment très très plaisant a jouer.

Dernière modification par Sevaekath ; 05/11/2012 à 14h21.
La relief d'amerish est vraiment très plaisant, j'ai fait un peu de visite hier soir, beaucoup de possibilité sont offerte. D'autant que ca reste très praticable à pied également.
Comme dit juste au dessus, ça sera certainement un vrai régal pour les bon pilotes
Citation :
Publié par rackam77
En parlant de pilotage, je galère un peu avec le clavier. Les pads fonctionnent (bien) avec PS2 ?
Les joysticks étaient bug a mort il y a pas si longtemps en tout cas, du coup les pads je suis pas sur que ce soit bien mieux

Tu as un problème en particulier en clavier + souris ? On peux peut-être aider.
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