[PTS] Pr2 balance patch

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https://forums.station.sony.com/ps2/...0-2013.161836/


Citation :
Infantry hitboxes have had small adjustments.

  • The head hitbox has been adjusted to fix a bug that was causing upper chest shots to count as head shots in certain movement states. Actual headshots should be unchanged. *Unearned* headshots will no longer happen.
  • Leg hit boxes have been reduced in size. They now better match the player’s actual geometry.
Audio adjustments to give better situational awareness

  • Muzzle audio range and direction should be easier to locate now
  • Projectile flybys will now give a better sense of travel direction
  • We reduced the length of projectile impact audio on infantry. It will be easier to tell if multiple bullets are hitting now, instead of multiple bullets all blending together to sound like one impact.
Nanoweave will now only resist a set % of incoming damage from infantry small arms and rapid fire vehicle weapons. Headshots will always bypass the nanoweave resist and do full damage.


Flak now resists direct damage from explosive weapons in addition to resisting AOE damage.

  • Rockets and other explosive direct damage has been adjusted to work better with flak armor.
    • For example, rocket launchers do 1000-1335 damage on average now, compared to the 1500-1700 pre-resist damage that they previously did
  • Damage resists on the vehicle side have been adjusted so that rocket damage against vehicles and MAXes is unchanged
We adjusted how projectile acceleration works on the backend.

  • You’re going to see some projectile values drop, but projectiles with acceleration are all reaching their max velocity much faster now because that data is being interpreted differently
  • The dumbfire rocket launchers have had their gravity slightly increased to compensate for the faster average velocity
Sniper rifles no longer kill a full health target with one headshot if that target is more than 150 meters away. Nanoweave no longer prevents a one-shot headshot kill if the target is less than 150 meters away.


Zealot Overdrive Engine changes

  • Reduced speed
    • Forward move speed is now 50% faster than the MAX’s base run speed
    • Strafe and backpedal move speeds are now at 43% faster than the MAX’s base strafe and backpedal speeds
    • Sprint is now the same as the base MAX speed (so the MAX cannot outsprint infantry now), but the MAX now reaches that sprint speed faster when ZOE is active
  • Damage is now the same across all cert ranks and only increases close range damage
  • After activation the ability is active for 15 seconds
  • This ability now has a cooldown. Each cert rank will reduce the cooldown
  • Each cert rank now reduces the amount of damage received when ZOE is active
MAX AV weapons

  • These now all fire from the weapon barrel. Previously, some weapons fired from the barrel and others from the camera.
  • Damage against infantry has been reduced. Damage against vehicles is mostly the same, with only a few minor adjustments here and there for balance reasons.
  • All weapons have been sighted so that they perform better at range
Other misc. infantry changes

  • The blast damage of underbarrel grenades has been reduced. They will no longer kill with one indirect shot. Direct shots will still kill with one hit.
  • The AV MANA turret has had its range and blast damage reduced
Harasser adjustments

  • Reducing effectiveness of repairs from the rumble seat
  • Composite armor effectiveness reduced
  • All Harasser weapons are now “-H” variants. They now do less damage at range compared to the non-H variants on the main battle tanks.
Adjusting infantry survivability against vehicles in some areas

  • Refactored high damage value weapons so they do less damage to infantry
    • Reduced damage resists on the vehicle side to compensate. Vehicle vs. vehicle damage values will remain near the live values (some weapons are being adjusted for balance reasons).
  • Flak armor will protect against direct hits from rockets, grenades, and similar damage types
  • Added headshot/legshot modifiers in some cases
All infantry lock-on launchers have been adjusted to have a shorter lock-on range, but they lock on faster at close range.

  • Anti-tank launchers
    • These now have a max lock range of 300 meters, down from 400 meters
    • These will now complete their lock in 1.5 seconds if the target is within 100 meters. They then scale to a 2 second lock time at 300 meters.
  • Anti-air launchers
    • These now have a max lock range of 450 meters, down from 500 meters
    • These will now complete their lock in 1.0 seconds if the target is within 100 meters. They then scale to a 2.5 second lock time at 300 meters and farther.
  • Striker and Annihilator
    • These have a 0.5 to 1.0 second longer lock time compared to the above launchers to compensate for them being able to lock on to multiple vehicle types
    • Fired projectiles now behave like the normal launchers (less hitting vehicles behind cover)
    • The Annihilator is getting a damage increase to offset it having a longer lock time and no dumb fire capability
  • All launchers that can fire without a lock
    • Hip accuracy is being reduced
    • Aimed accuracy is unchanged, though we fixed a bug that was causing them to reach their aimed accuracy before the iron sight animation had completed

Vehicle weapons are becoming more distinct in their roles

  • General tuning pass on anti-personnel weapons
  • Anti-personnel weapons are now more effective against light armor (Harasser, flash, ESF)
  • Anti-personnel weapons are now unable to damage heavy armor (they were pretty ineffective to begin with)
  • Anti-vehicle weapons less effective against infantry
    • Blast damage adjustments
    • Flak armor now more effective

We are adjusting some of the vehicle secondary weapons to be stronger counters to light armor targets. Specifically, we want the M20 Basilisk, P525 Marauder, C85 Canister and Proton II PPA to be stronger Harasser counters.


Prowler Anchored Mode: Data shows that anchored mode is extending the Prowlers range too far and making it too easy to hit aircraft. The projectile speed increase on Anchored mode is being reduced.
Merci pour le partage.

Dommage qu'il n y ait pas plus de chiffres toutefois. Autant la ZOE je m'en balance mais le dilemme entre reprendre Nanoweave malgré le nerf ou prendre FLAK armor commence à vraiment me lourder, surtout que ça doit faire plus de 7500 de certs quoi.
Je comprend toujours pas pourquoi ils limitent le HS en sniper a 150

A courte/moyenne portée tu peux facilement enchaîner 2 touches. A plus de 150 ça deviens chaud
A 99% c'est des changements justifiés et nécessaires, ça va dans le bon sens

Citation :
All launchers that can fire without a lock
Aimed accuracy is unchanged, though we fixed a bug that was causing them to reach their aimed accuracy before the iron sight animation had completed
Sans doute le truc qui va le plus affecter mon gameplay de tous les jours
Buff de Flak armor sur les direct hit --> bye bye nanoweave

Buff des dégâts de l'Annihilator, ça valait bien le coup de nerf ça il y a presque 1 an si c'est pour revenir dessus maintenant...

Sinon, nerf mana AV, buff Proton PPA contre l'harasser, nerf prowler anchor... il y a pas mal de positif pour compenser l'ignoble nerf de zoe.
Je sais pas si le buff du proton sur l'harasser vas être énorme mais j'ai une petite anedcote la dessus.

En proton nous avions croisé un maraudeur bref, nous étions tous les deux en mode farm et nous avons décidé de l'engager. Après un combat de 5 minutes nos deux harasser était full life mais le TR se retourne. Voilà comment ce combat autant épique qu'inutile c'est terminé^^.

La plupart du temps les harasser en mode anti-inf s'ignorent sur le champ de bataille.

Sinon pour le nerf ZOE, je crois pas en avoir vu de comparable :s!
C'est juste le tooltip, ils ont encore rien touché pour l'instant. D'ailleurs le fait que ce soit finalement 20% de résistance rendra le nouveau nanoweave exactement équivalent à l'ancien (1250 hp) sur les bodyshot.

Contre des joueurs moyens ça changera pas grand chose : que ce soit pré ou post-nerf il faut 5 bodyshot et 2 HS pour kill un NW5, ou bien 7 BS et 1 HS (avec une arme standard à 143 dégâts)

Par contre, dès qu'on vise intentionnellement la tête, le nerf se fait plus ressentir : 1 BS + 3 HS pour kill (contre 3BS/3HS avant) ou encore 4 HS maintenant contre 5 avant.

Petit buff indirect des armes à 167 dégâts (genre NC) ? Avant le NC devait mettre 6BS/1HS ou 4 BS/2HS ou 2BS/3HS. Maintenant ça sera respectivement 5BS/1HS ou 3BS/2HS ou 0BS/3HS.

Dernière modification par Jovis ; 11/12/2013 à 14h32.
Donc en gros on a :

Nanoweave poubelle, tout le monde en flak.

Moins de OHK en combat d'infanterie : ça c'est bon !

Un bon gros nerf du zoe ça c'est bon !

Striker = poubelle (hmmm ah ! il y est déjà mdr) du coup l'annihilator avec son buff va peut-être devenir mon arme de camping de colline.

Harasser nerf : it's about time lol

Prowler anchor nerf : edit, j'ai pas fait gaffe c'est que la vélocité qui va être nerf, bon ça fera moins sniper c'est pas trop grave

Bon c'est plutôt pas mal dans l'ensemble mais les gunfights vont êtres encore plus courts qu'avant c'est le seul truc qui me chagrine un peu.

Dernière modification par Havoc ; 11/12/2013 à 17h10.
Normal Infantry:
•Forward run: 4.0
•Forward sprint: 6.5
•Strafe / backpedal: 3.0


Normal MAX:
•Forward run: 3.0
•Forward Sprint 6.0 (with 5 second acceleration)
•Strafe / backpedal: 2.1


(Current Live) ZOE MAX:
•Forward run: 5.5
•Forward sprint: 6.5
•Strafe / backpedal: 4.45 (plus vite qu'une infanterie en marche avant O.o )



(Revised) ZOE MAX:
•Forward run: 4.5
•Forward sprint: 6.0
•Strafe / backpedal: 3.0

j' ai choppé ca dans un post cela concerne les vitesse, j' ai rien vérif
Citation :
Publié par funerium
Normal Infantry:
•Forward run: 4.0
•Forward sprint: 6.5
•Strafe / backpedal: 3.0


Normal MAX:
•Forward run: 3.0
•Forward Sprint 6.0 (with 5 second acceleration)
•Strafe / backpedal: 2.1


(Current Live) ZOE MAX:
•Forward run: 5.5
•Forward sprint: 6.5
•Strafe / backpedal: 4.45 (plus vite qu'une infanterie en marche avant O.o )



(Revised) ZOE MAX:
•Forward run: 4.5
•Forward sprint: 6.0
•Strafe / backpedal: 3.0

j' ai choppé ca dans un post cela concerne les vitesse, j' ai rien vérif
Ca a été posté sur le fofo officiel par Higby

https://forums.station.sony.com/ps2/....161769/page-2
Citation :
PS2 Creative Directorlas0m [score hidden] 11 minutes ago It depends on which weapon you're using whether or not the 10% close range damage buff will be helpful or not. For something like blueshifts with a flat damage model it won't shave off any bullets, for other weapons, depending on range it will. Higher levels of the ability will have a lower armor penalty while using ZOE. Points spent in ZOE will be refunded when the patch goes live and the ability will have to be unlocked again.
http://cdn.wikimg.net/strategywiki/images/thumb/e/eb/Planetside2_certs.png/120px-Planetside2_certs.png\_______________/ http://cdn.wikimg.net/strategywiki/images/thumb/e/eb/Planetside2_certs.png/120px-Planetside2_certs.png
Citation :
Publié par Havoc
Striker = poubelle (hmmm ah ! il y est déjà mdr) du coup l'annihilator avec son buff va peut-être devenir mon arme de camping de colline.
"All launchers that can fire without a lock"

il est buff pourtant, c'était une des plaintes de nos pères noël d'en face
Citation :
Publié par troedd
"All launchers that can fire without a lock"

il est buff pourtant, c'était une des plaintes de nos pères noël d'en face

t' as fait la même erreur que moi, la phrase en elle meme veut pas dire grand chose et semble tronquée, mais va mater sur le patchnote, en fait c' est un titre, le rond blanc a été dégagé car pas supporté par les fofos, en vrai ca donne

-All launchers that can fire without a lock :

  • Hip accuracy is being reduced
  • Aimed accuracy is unchanged, though we fixed a bug that was causing them to reach their aimed accuracy before the iron sight animation had completed
News des testeurs :

Citation :
Close range sniper rifles, both semi-auto (KSR-35, Impetus and Phantom) and bolt-actions (TSAR-42, SAS-R, Ghost) now have no scope sway regardless of their optic.
It was the only thing keeping these weapons in meh tier, now they're awesome if you're accurate and they have an actual advantage over their ranged variants and over the semi-auto scout rifle.
Fun fact: the VS is still stuck with a 1s longer reload on the Phantom, probably because they get a 2-headshot-kill at any range just like the other rifles while having higher bullet speed and no bullet drop. Before the nanoweave change the VS semi-auto sniper rifles sucked because at max range they couldn't kill even a NW1 in 2 headshots, but now they got indirectly buffed.
Burst variants have a tighter cone of fire while ADS and not moving:
0.06 instead of 0.1 for all the 143-damage tier ones (T1B, TRAC-5B, Equinox Burst, Solstice Burst);
0.013 instead of 0.03 for all 167-damage tier ones (Gauss Rifle Burst, Gauss Compact Burst);
Tighter grouping at range, which is good... also, semi-auto fire will be deadly accurate. Carbines are a bit meh because they have higher recoil, lower bullet speed and lower damage than rifles, but they're also getting in a nice spot.
Battle rifles have a higher minimum damage of 225 @75m, up from 200 @65m.
This means that infiltrators can be killed with 2 headshots (225x2x2 = 900) while other classes still require 2 headshot+1 bodyshot, which now applies regardless of nanoweave level (900+ 225x0.8 = 1080). Small change, nice buff overall.
Fun fact: the VS still has the best BR as it has the exact same stats as its NC and TR counterparts with no bullet drop added on top.
Cerberus now has a mag size of 10 with 60 total, up from 8/48;
Also, it's accuracy has been drastically increased: the CoFs are now all 0.3 up from the previous 0.6. Rejoice, VS!
Other minor changes:
AC-X11 and Reaper DMR mag size is now 24 shots with 144 total, up from 20/140;
AC-X11 minimum damage range is now 80m, down from 85m;
Rebel mag size is now 10 shots with 60 total, up from 8/48;
All 167-damage tier carbines' minimum damage range is now 70m, down from 75m;
All 143-damage tier carbines' minimum damage range is now 60m, down from 65m;
Le buff des burst variant et battle rifles arrive une fois que j'ai fini de jouer avec évidemment (ça reste négligeable ceci-dit...)
Sinon le Ceberus vient de passer de "bof et situationnel" à "nouveau pistolet principal"
Extrait de ce post: https://forums.station.sony.com/ps2/...hanges.161899/

Citation :
Halberd
Live: 1500/750 (direct/splash)
Test: 1000/450 (direct/splash)

Halberd-H
Test: 800/400 (direct/splash)

Basilisk
Live: 275 at 75m; 200 at 200m; 300 RPM
Test: 250 at 10m; 167 at 130m; 400 RPM

----------

Titan AP
Live: 2000
Test: 2075

Titan HEAT
Live: 1750/1000 (direct/splash)
Test: 1600/1000 (direct/splash)

Titan HE
Live: 1300/1000 (direct/splash)
Test: 1300/1000 (direct/splash)

Enforcer
Live: 700/150 (direct/splash)
Test: 500/334 (direct/splash)

Enforcer-H
Live: 650/150 (direct/splash)
Test: 450/334 (direct/splash)

----------

P2-120 AP
Live: 1200
Test: 1250

P2-120 HEAT
Live: 1100/700 (direct/splash)
Test: 1000/700 (direct/splash)

P2-120 HE
Live: 650/700 (direct/splash)
Test: 725/700 (direct/splash)

Vulcan
Live: 250 at 200m; 175 at 500m
Test: 167 at 10m; 125 at 130m

Vulcan-H
Live: 220 at 200m; 165 at 200m
Test: 167 at 10m; 125 at 40m

----------

Supernova FPC
Live: 1785
Test: 1865

Supernova PC
Live: 1550/1000 (direct/splash)
Test: 1410/1000 (direct/splash)

Supernova VPC
Live: 1175/1000 (direct/splash)
Test: 1175/1000 (direct/splash)

Saron HRB
Live: 425/350 (direct/splash)
Test: 284/367 (direct/splash)

Saron HRB-H
Live: 375/350 (direct/splash) up to 1.5m
Test: 250/334 (direct/splash) up to 0.5m
Je ne peux que me réjouir du changement sur le basilisk, faisant principalement mes kills d''infanterie en close avec l'harasser.
C'est que les dégâts contre l'infanterie. Les résistances des véhicules ont été adapté pour que les dégâts réel soient les mêmes.
Bon pour le splash du Saron c'est bien un nerf mais on peut pas dire que ce soit surprenant vu qu'il était aussi efficace en AI que notre supposé canon AI Proton II PPA.
Sinon c'est pas marqué mais le shotgun AI du Vanguard/Harasser a été bien up (spread plus réduit, projectiles plus rapide, plus de projectiles par volée, etc...) et ça a l'air de bien depop les Harasser ennemi (d'après certains testeurs).
Je vois pas l'interet de rendre le tir @150m+ inutile....

C'était les seuls tirs vraiment "skilled" en sniper; la ça va encourager à snipe à 2 et viser des buste en simultané... c'est assez moche.



Sinon j'ai pas bien compris... ils nerf le direct hit des RL sur l'infanterie équipé de FLAK et ils nerf aussi leurs dégat direct de base sur les gens pas équipé/vehicules ? Quelqu'un pourrait m'expliquer un peu mieu, j'ai du mal à saisir si c'est ça ou non.
Citation :
Publié par Laey
Sinon j'ai pas bien compris... ils nerf le direct hit des RL sur l'infanterie équipé de FLAK et ils nerf aussi leurs dégat direct de base sur les gens pas équipé/vehicules ? Quelqu'un pourrait m'expliquer un peu mieu, j'ai du mal à saisir si c'est ça ou non.
D'après ce que j'ai lu, flak réduit "maintenant" les dégâts directs ( pas uniquement le splash indirect ), je n'ai pas vu de réduction des dégâts de base des rockets ( sauf si j'ai râté la ligne ).
Ca va un peu calmer les Heavies qui passent leur temps avec le RL équipé.
Citation :
Publié par Laey
Je vois pas l'interet de rendre le tir @150m+ inutile....

C'était les seuls tirs vraiment "skilled" en sniper; la ça va encourager à snipe à 2 et viser des buste en simultané... c'est assez moche.
Rhooo zut alors, ces rustres de chez SOE encouragent le teamplay.

C'est vraiment des vilains
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